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Spartan Strategy in PELOPONNESIAN WAR 


An Analysis of the Leaders in CIVIL WAR 


Advanced Campaign Rules for TOKYO EXPRESS 


The 1995 NCAA Final-Four Teams 


A Programmed Instruction Approach (reprint article from Annual '90) 


Preview of Computer J 830 


Attacking Natives: Rule 8.31 in NEW WORLD Re-analyzed 




Days 2 & 3 in Scenario Seven: Action in the Bay of Bengal 


One Man's Play of A CROSS FIVE APRILS 


Background, News, and Combat Tips for FC2 


New Scenarios for FLASH POINT: GOLAN 

TACTICS 101 53 

13 Steps Closer to Improving Your ASL Game 


1942 Semester— Tactical Tips for STALINGRAD 

ClHl iccn r if i] JTnij rrrl 


AH Philosophy 4 

Convention Calendar 15 

Letters 16 

Opponents Wanted 18 

ASL Scenarios G2S & G26 31-32 

Contest #172 34 


Infiltrator's Report 63 

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Copyright 1995 

ISSN 0886-1081 

Go Play with Yourself... 

...with Solitaire ASL™ 

Are you ready for an ASL adventure? . . .one where you never know 
just what the enemy has until it's revealed? where you (or your 
enemy) can receive random reinforcements on almost any turn? 
. . .one where you don't even know for sure if the troops on your side 
will pay heed to your every beck and call? If so, you just may be ready 
for Solitaire ASD. 

Solitaire ASL provides "Generation" charts and tables for the Americans, 
Russians and Germans (and also allows a Partisan enemy). SASL does not use the 
already-published ASL scenarios. Instead, the module comes with a set of 14 
solitaire-only "missions." Each mission, however, is infinitely teplayable. In fact, 
the board configuration is unlikely to ever be the same, as the actual mapboards 
used are generated before each mission. Some of the missions included are. . . 

• BESIEGED: Your company is in "hedgehog" defensive positions in a small 
village — being attacked on three sides by an enemy force of unknown 
strength. And its an enemy that won't easily be turned away! 

• The BRIDGE: Your men have been charged with guarding an important 
river bridge until the last friendly troops have safely retreated across it. 
Then you're to blow the bridge — all in the face of an advancing enemy. 

• RECON: Your company, reinforced with some temporarily attached 
reconnaissance vehicles, is advancing into unknown terrain, probing the 
enemy for their weaknesses and strengths. 

SASL even provides you with an integrated Campaign Game system! Follow 
the progress of your historically- based company throughout the length of WW2. 
Its OB is determined by your surviving units and any replacements received. 
Leader "promotion", squad "Battle Hardening" and weapon replacement (on an 
historical schedule) are all possible. When playing a campaign mission, it's 
especially important for you to decide when victory in the dangerous predicament 
you may find yourself in is worth the price you may be forced to pay — -or whether 
it might be better to withdraw, hopefully extricating most of your command to 
fight again on another day. 

So, if you ate itching for a new kind of ASL experience, one perhaps even more 
realistic than a standard face-to-face ASL contest, you just might want to give 
Solitaire ASL a shot! 

#8239 $35.00 

The Avalon Hill Game Company 


4517 Harford Road • Baltimore, MD • 21214 

For fast credit card purchase, call toll free 1-800-999-3222 


I'm sure all of the readership is 
familiar with the recent terrorist 
bombing in Oklahoma City 
which took the lives of so many 
innocents. Sharing in the national 
mourning and outrage such a sense- 
less act generates serves to bring us 
all together a little closer as a peo- 
ple, but that is small solace for those 
who lost loved ones to such bar- 
barism. It is a shocking reminder of 
man's inhumanity to man and just 
what a cruel hard world it is in 
which we live. 

Less than a week after the events 
in Oklahoma City, we at Avalon Hill were 
visited by a tragedy that pales in contrast to 
a terrorist bombing, but nonetheless had 
devastating effects to those of us who work 
at the Hill. On Sunday, April 23rd, Avalon 
Hill was the victim of a burglary in which a 
thief made off with a computer and an 
assortment of computer disks and tapes. 
While such larceny is sad enough, the real 
loss was not the hardware itself but the 
information it and the miscellaneous 
backup tapes contained. 

Our thief, probably knowing exactly 
what it was he was obtaining, had just made 
off with assorted records of the Avalon Hill 
Game Company. The mailing list of our 
customers was his target. Among our losses 
were the complete records for the AREA 
rating system. 

Industrial espionage may be viewed by 
some as an exaggeration of what has tran- 
spired, but why else would our thief go to 
such pains to steal the backup tapes as 
well? It appears that our crook was no petty 
thief, but someone bent on vandalism of the 
worst kind. His mission was not just fulfill- 
ment of personal greed, but to cripple a 
company by destroying its ability to serve 
its customers. 

Fortunately, our thief did not make off 
with the hard copies of our transactions, 
and thus we are busy reconstituting the 
stolen files even now. However, no such 
"hard" records for the thousands of AREA 
chits processed over the years exist. There- 
fore, unable to restore the system to full 
capacity, we have made the painful deci- 
sion to shut down the AREA rating service. 

The Avalon Reliability, Experience and 
Ability rating service has been around for 
nearly 20 years. Far from being a money 
maker, it was viewed as a service to those 
who enjoyed competitive play of our 
games. During that time over 5,000 gamers 
used the system to compare skills and 
gauge opponents for potential postal 
matches. While not without its faults, the 
rating system was useful in holding players 
to a minimum standard of acceptable postal 

behavior with more than a few bad apples 
sorted out by trial and error. 

No doubt some had a bad experience in 
AREA encounters with Win At Any Cost 
types who were more interested in racking 
up points and recognition than enjoying a 
friendly contest. However, there are a few 
bad apples in every barrel, and ultimately 
the system gained grudging acceptance as a 
measuring stick of a player's ability. The 
advent of specific memberships five years 
ago which allowed players to track their 
record in a specific game rather than lump- 
ing them all together in a single score 
increased the credibility of an AREA rat- 
ing. Publication of top player lists for spe- 
cific games seemed to be catching on — 
especially with the ASL community. 

But where AREA really seemed to come 
into its own was at AVALONCON where it 
provided an unbiased seeding system for all 
competitors. The AREA ratings lent a 
degree of personality to the registration lists 
and membership badges which allowed 
players to wear their credentials as a badge 
of honor on their chest. While some — pri- 
marily the multi-player gamers — consid- 
ered AREA an annoying aspect of the con- 
vention, for others it lent a degree of offi- 
cial recognition that made the AVALON- 
CON championships truly national. For 
those, the end of AREA will surely cause 
the convention to lose a bit of its luster. 
Sadly, in the future, AVALONCON GMs 
will have to resort to random seeds or their 
own records of past winners in their events 
to seed their tournaments. 

For the original purchasers of the AREA 
system, AREA was an incredible bargain. 
Lifetime memberships initially sold for the 
princely sum of $2. Twenty years later, 
some of those original members were still 
plugging away on the same $2 purchase. 
However, in recent years, the fee had risen 
to $10 and multiple memberships for dif- 
ferent specific games were possible. 

Obviously, we did not expect to sum- 
marily shut down the service at this point, 
but are forced to do so by an Act of God (or 
more accurately, the actions of one of His 

less praiseworthy sub- 
jects). However, that 
does not soften the blow 
for those who have pur- 
chased memberships 
recently. We will be 
refunding all future 
membership purchases, 
including those addi- 
tional Specific member- 
ships purchased as part of 
the 1995 AVALONCON 
admission fee. For those 
who have purchased an 
AREA membership of 
any kind in calendar year 1995, we will 
extend your subscription to The GENERAL 
two issues upon receipt of your cancelled 
1995 check. 

We regret any inconvenience this may 
cause, but are taking this action only after 
careful consideration of all options. Folding 
the AREA system at this time seems to be 
the least painful way of dealing with the 
crisis. We appreciate your patience and 
understanding in this matter during this 
period of transition. Obviously, the AREA 
NEWS column will no longer appear in 
these pages. My thanks to Glenn Petroski 
and his predecessor Russ Gifford* for their 
efforts in promoting competitive play in 
these pages and elsewhere. For those of you 
who shared my view of competitive gaming 
and enjoyed AREA, I share your grief at the 
loss of this institution. Nevertheless, AVA- 
LONCON remains as the focal point of our 
hobby and we will continue to keep records 
of championships won as a means of gaug- 
ing individual prowess. 

Donald Greenwood 

We want to officially announce the depar- 
ture of Charles Kibler, who, after 14 years at 
the Hill, has decided to pursue other personal 
and professional goals. To many of you, Char- 
lie was well-known for his work with the ASL 
game system and beautiful boardgame compo- 
nents and maps. In fact, if you look, you'll 
probably find his name somewhere in the cred- 
its of every AH game since the early 1980s. 
His crowning achievements include RED 
BARRICADES and the soon-to-be-released 
ASL SOLLTAJRE. More recently he has gained 
rave reviews for his graphic presentations 
in our computer games — FIFTH FLEET, 

We want to thank Charlie for his ded- 
icated service with Avalon Hilt. He will 
be missed. We wish him She very best! 

* A stroke of luck! Right before the theft, Russ Gifford 
requested a copy of all ASL ratings to date. With this 
information at hand, Russ has offered to continue the 
ASL AREA rating service at his own expense. You may 
continue to submit AREA game slips for ASL to Russ 
at this address: Russ Gifford, 320 E. 27th Street. 
South Sioux, NE 68776. 

Circa 431 B.C.; It is the first turn of a two- 
player game of PELOPONNESIAN 
WAR. As the Spartan Commander, you 
face the daunting prospect of the omnipresent 
Athenian navy, repeated coastal ravaging of the 
Peloponnese, Helot Rebellions, and economic 
strangulation. If that isn't enough, even the 
divine inhabitants of Mt. Olympus have loaded 
the dice against you. Assuming that your oppo- 
nent has the good sense to avoid both your 
hoplites and a repetition of the Sicilian disaster, 
what are your chances of duplicating history and 
bringing mighty Athens to her knees? Pretty 
good as it happens. In this article, I shall exam- 
ine some of the strategic options available to the 
Spartan player together with likely Athenian 

One of the more fascinating aspects of the 
Peioponnesian War was that both protagonists 
tried to exploit totally different strengths: To say 
that Athens was superior at sea while Sparta was 
superior on land may sound like an over-simpli- 
fication, but this concept lies at the heart of the 
game system and is ignored at the players' peril. 
For the Spartan player, this means using your 
strength in hoplites to overwhelm your oppo- 
nent, conduct devastating raids into his territory 
and capture key objectives. At the same time, 
it's vital to keep a reserve force to counter the 
attempts of prowling Athenian naval squadrons 
looking to pounce upon an unsuspecting coastal 
fortress. But, before examining some possible 
strategies, let's look at some of the game 
mechanics that affect the Spartan player. 


To begin, the Spartans get the first turn in the 
full Campaign Scenario, which means that the 
player can take the initiative instead of having to 
respond to his opponent. If objectives are care- 
fully chosen, then at worst, the Athenian player 
will be forced to spend all his resources counter- 
ing your moves instead of conducting an offen- 
sive strategy of his own. At best, he may be 
unable to do anything at all about them. 

Secondly, all Spartan (not Allied) units are 
activated without cost. This bonus, however, is 
offset by the Auguries die roll which not only 
limits the number of operations that can be con- 
ducted, but gives the Athenian player a theoreti- 
cal advantage of 55% as opposed to 44% for the 
Spartan player. Bearing this in mind, it's impor- 

With Kour Shield or On It! 
Spartan Strategy in 


By Paul Norell 

tant for the Spartan player to maximize each 
operation, choosing objectives that allow him to 
fulfill several aims at once. Some of these will 
be discussed shortly. 

Another game mechanic which bears on 
Spartan strategy is an errata published in 
Vol. 28, No. 1 of The GENERAL and applies 
only to the two-player rules (not the Solitaire 
version): In a "No Battle" situation where 
"armies" (i.e., opposing generals) are 
involved, the side to whom the space belongs 
stays and the enemy force goes home. This 
means, for example, that if an Athenian naval 
squadron attempts to besiege a fortress on the 
Peioponnesian coast, the Spartan player need 
only send in a single hoplite strength point to 
reclaim the space without a fight. This tactic 
should pre-empt an Athenian strategy aimed at 
stirring up a Helot Rebellion, but don't leave it 
until the next turn. If the Athenian naval SP is 
allowed to capture the space, it's virtually 
impossible to dislodge. Why? Because a 
"force" (i.e., without a leader) always stays in 
preference to an "army" (i.e., with a leader) 
unless the space is neutral in which case, naval 
forces must return home. A Spartan siege 
would also fail because of the presence of 
besieged naval units. The message here is quite 
clear: Don 't let your enemy become entrenched. 
Of course, the rule works both ways, hampering 
Spartan attempts to capture Delian League 
coastal spaces as well. 

Now, I'd like to look at some of the strategies 
the Spartan player can adopt to gain the upper 
hand, and which may be summarized under two 
broad headings: (1) Neutralizing Athenian land 
forces, and (2) Reducing Athenian economy and 


One of die first objectives 
should be Panactum. Panac- 
tum is a vital choke point 
and an absolute imperative if 
the Spartans are to neutralize 
the Athenian land forces. 
The Spartan player activates five hoplite SPs 
from Sparta and three Allied SPs from Corinth, 
proceeding to Thebes to collect two Allied cav- 
alry SPs before returning to Panactum. 

By besieging Panactum, the Spartans will, 
for an activation cost of 1 ,000 talents, deny the 
Athenians the same amount due to loss of the 
Eisphora. The operation will also threaten any 
attempted sortie, for if the Athenians are foolish 
enough to come out from behind the Long 
Walls, the blockading force will have the advan- 
tage of 50% Spartan hoplites and cavalry. If the 
Athenians are fortunate enough to get past Pan- 
actum, the Theban cavalry can still attempt to 
intercept at Megara, Pegae, Plataea or Tanagra. 
This operation will not only effectively bottle up 
the Athenian army for the turn, but will also 
allow any subsequent Spartan expedition to pass 
through Panactum unhindered, since any Athen- 
ian interception will affect all the forces in the 
Panactum space. 

I With the Athenian army 

I blockaded, the Spartan player 

I should next target the neutral 

I fortress of Magnesia ( Augu- 

o-ay^, rics permitting). Magnesia's 

3 strategic importance lies in 

the LOG that connects it to both Larisa and Poti- 

daea. Figure One shows the set-up. 

On the one hand is the Thessalian army, 
numerous in cavalry but otherwise fairly weak, 
and on the other is Phormio's combined army 
attempting to besiege Potidaea. A Spartan army 
of two Allied Hoplite SPs from Corinth and 
five more from Thebes, with a cavalry SP for 
good measure (total cost: 1,600 talents), will be 
sufficient to deal with both enemy forces, 
yielding a double victory as well as lifting the 
siege of Potidaea and assisting the spread of 
rebellion in Chalcidice. What's more, there's 
nothing the Athenian player can do to inter- 
vene. The army is tied up and a naval force 
would have to return home in accordance with 
the errata rule mentioned previously (remem- 
ber Magnesia is a neutral space). Of course, the 
Athenian commander could send a combined 
force, but for every hoplite SP, he would have 
to activate a naval SP to transport it (a cost that 
may well prove prohibitive). 

The Magnesia operation will yield yet another 
vital benefit for the Spartans: If Phormio's army 
is defeated, Athenian hostages will be taken, 
meaning that Sparta itself will be immune from 
attack until an Armistice is declared; until then, 
the player need leave only the Home Guard in the 
home space. 

FIGURE ONE — The ZOI at Magnesia allows I he Spartan army to battle ihe [orisons and the Athenians at Potidoea, 
in the latter instance, both relieving the siege and taking hostages. 


I have found one of the most 
effective operations the 
Spartan player can mount is 
to Loryma, a Delian League 

tl fortress space on the coast of 
I Lycia in Asia Minor. A 
small army of three SPs, (two hoplite and one 
cavalry) can ravage up to 20 or more spaces of 
enemy territory, even allowing for successful 
interceptions. Not only does this reduce Athen- 
ian revenue, but, more importantly, it reduces 
Bellicosity (one level for each ten spaces rav- 
aged) and is thus an effective counter to the 
Athenian strategy of ravaging the Peloponnesian 
coastline which- — at most— will ravage just over 
ten spaces. Of course, since Loryma is a coastal 
space, an Athenian naval squadron can force a 
"No Battle", but even so, the ravaging mission 
will have been accomplished, and if combined 
with Delian League rebellions, Athenian Belli- 
cosity can plummet dramatically. 

An alternative to Loryma is 
Collophon, a land space 
which is immune to Athen- 
ian naval interference 
although not yielding as 
many possible ravaged 
spaces. The beauty of the Loryma/Collophon 
option is that in subsequent turns, it can be 
used in reverse. That is, the Spartan player can 
declare an objective space somewhere in Thes- 
saly or Attica with Loryma or Collophon as an 
Assembly space. The coastline of Asia Minor, 

the Hellespont, Thrace and Macedonia is thus 
ravaged on the return trip for a second time, a 
nice much guaranteed lo frustrate your Athen- 
ian opponent. 

Historically, the Spartans achieved naval 
parity later in the war as a result of the Sicilian 
expedition and Persian gold, and they were con- 
sequently able to challenge Athenian hegemony 
in the Aegean, in particular, the Hellespont 
through which flowed Athens' vital supplies of 
grain from the Euxine (Black Sea). 

In the game, it's unlikely that the Spartan 
player will get the chance to achieve naval par- 
ity because a competent opponent won't allow 
his own fleet to become vulnerable. Should 
favorable conditions arise, however, the Spartan 
player should attempt to duplicate this strategy 
provided his naval forces are up to strength, as 
control of Byzantium will sever Athens' LOC 
with the Black Sea and render her vulnerable to 
a siege. The problem with attempting this strat- 
egy with land forces is that the Athenians can 
always send in a naval squadron to force a "No 
Battle". There are two exceptions to this which 
the Spartan player should be on guard against: 

1. The first is that if the objective space is 
currently in rebellion, it is automatically consid- 
ered friendly to the Spartans. In this circum- 
stance, the player should seize the opportunity to 
send in a sizable land force which cannot be 
ousted as a result of a "No Battle" with Athen- 
ian naval units. 

2. The second exception occurs when Athens 
fails the Auguries die roll while Sparta doesn't. 
Rare though this occurrence is, it should be 
exploited to the full. 

At this point, I would like to suggest a clari- 
fication to rule 5.3,1. The Long Walls of A them. 
The rule states that if Athens is unable to trace a 
LOC to the Euxine, she may be successfully 
besieged. Historically, it was the naval LOC thai 
mattered as this was the route the grain ships 
took, and Athens surrendered after the naval 
defeat at Aegospotami. Therefore, I suggest that 
the wording of the rule be amended to read 
"naval or combined LOC", which eliminates the 
Perinthus-Cardia route. This means that the 
Spartans need only control Byzantium, Lamp- 
sacus or Abydos to sever the Athenian LOC and 
besiege the home space. 


To conclude this article, I would like to con- 
sider one of the major problems the Spartan 
player must confront during the game. I refer of 
course to the navy — not the Athenian navy as it 
happens, but his own. or more accurately, that of 
his allies. 

The Spartans begin the game with only five 
Allied naval SPs in the form of the Corinthian 
navy. They are not enough to challenge the 
might of the Athenians who, in addition to being 
more numerous, also get a +2 tactical modifier 
in a battle, so the Spartan player might be for- 
given for being fatalistic and leaving them to be 
systematically demolished. But, as will be seen, 
if he adopts this course, the Corinthian navy can 
prove to be a distinct liability. Consider the fol- 
lowing scenario; 

The Spartan player has taken his first turn— 
an operation to Panactum, say, or Magnesia. The 
Athenians respond by sending an expedition of 

six naval SPs commanded by Pericles to 
Corinth. The Spartan player wisely declines to 
intercept, not wishing to risk a battle during the 
Operations Phase which will inevitably result in 
defeat for the Corinthians and the return of any 
survivors to be attacked a second time during the 
Combat Phase. 

But now, the Spartans have a problem; If the 
player attempts to send any more land forces 
through Corinth, as he must to conduct subse- 
quent operations, they will be subject to inter- 
ception by Pericles* fleet. If successful, a battle 
will automatically result with the Corinthian 
naval units which are present in the space even 
though not part of the moving force, the net 
result of which will be the failure of the Spartan 
expedition, all units being moved to the "'Going 
Home Box" (see Figure Two), 

With the Corinthian navy in the "Going 
Home Box", the Spartan player is at least free to 
mount another operation, but he has had to waste 
one to clear Corinth. With the prospect of a 
failed Auguries roll hanging over him like die 
sword of Damocles, he can hardly afford this 
luxury. In addition, any surviving Corinthian 
naval units must return during the first Going 
Home Phase, to face a second thrashing. 

The only consolation is that — in the event 
that the Corinthian fleet is totally destroyed — 
then, during the first Going Home Phase, the 
Corinthian hoplite units will return to their home 
space, forcing a "No Battle" with the Athenian 
navy and thus saving Corinth from capture. (As 
"control" of a space is determined during the 
Administration Phase, the presence of the 

Athenian fleet at Corinth does not prevent the 
hoplites from returning during the first Going 
Home Phase — at least that's my interpretation 
of the rule.) 

Is there anything the Spartan player can do to 
avoid the above situation? One possible solution 
presents itself: Activate the Corinthian fleet dur- 
ing the first turn. There are advantages and dis- 
advantages in doing this. 

The advantage is that the Spartan player is at 
least taking the initiative rather than leaving it to 
his opponent. If he targets Cephallenia, for 
example, the fleet will threaten both the Cor- 
ey ran navy and the Athenian squadron at Nau- 
pactus. The Athenians have to respond to ;liis. 
and even if the Corinthians are defeated, the sac- 
rifice may well be worth it in drawing attention 
away from the Gulf of Corinth. Who knows? An 
automatic battle may bring you an unexpected 
victory. It's a case of "Who dares, wins!" being 
preferable to "Who sits around, gets his butt 

The disadvantage is the expense. At a cost 
of 2,000 talents to activate the Corinthian fleet, 
this may well put an end to any further Spartan 
operations this turn (if the Auguries don't do k 
First), and many Spartan players may prefer to 
pursue more profitable goals. In the end, it's up 
to the individual player to weigh the merits of 
this option. 

While the Athenian player usually gets to 
activate land and naval forces during the game, 
I have found it rare for the Spartan player, fac- 
ing a good opponent, to be able to exploit his 
own naval forces. The Athenians will invariably 

seek to demolish the Corinthian fleet at the ear- 
liest opportunity as well as any fledgling Spartan 
squadrons based at Gythium. Naval parity is 
hard to achieve in the Campaign game {it only 
happened historically because the Athenians 
self-destructed in Sicily and Sparta was aided by 
Persian funds to build a fleet). 

While diis may be frustrating for would-be 
Spartan admirals, the piayer should not ignore 
the potential for using his naval forces, even if 
only in a limited capacity. For example, there 
should always be at least one naval SP at 
Gythium. Futile as this gesture may seem, it can 
reduce the amount of ravaging that occurs along 
the Peloponnesian coastline and its very exis- 
tence will provoke an Athenian reaction, per- 
haps distracting your opponent from other 
objectives. If a battle does result at Gythium, 
you can always send in a general to even the 
odds (perhaps even Lysander or Gylippus), and 
throw an over-confident opponent off balance. 

Above all, remember that if at any time the 
Athenians have six or less naval SPs at Piraeus, 
the Spartans can attempt to get into the Aegean 
with a single SP. Once there, the islands are 
open to ravaging and if this is combined with a 
land-based operation to Asia Minor as described 
earlier, the result can be devastating for Athens. 


While no strategy is flawless and much ulti- 
mately rests with the Gods (literally!), I hope the 
above has been thought-provoking for those 
players wishing to emulate the exploits of Archi- 
damus and Brasidas. •& 

Spartan Army 

Sunium 1 

FIGURE TWO — The Athenian naval squadron at Corinth attempts to intercept a Spartan army moving north. If successful, a battle will result with the Corinthian fleet 
with the possibility of the Spartan expedition being aborted. Note that if the Athenians targeted Sicyon instead, a Spartan land force could force a "No Battle". 


MARCH 1862: Can you, 
as General Stonewall 
Jackson, rid the 
Shenandoah Valley of 
"the pollution of the 
invader's presence"? 

in the Valley is the fourth volume in Avalon Hill's series on 
the great campaigns of the American Civil War. Most other Civil 
War simulations portray- specific battles, 

but Stonewall in the Valley concentrates on the full campaign in the 
Shenandoah from March to June 1862. 

Gen. George B. McCIellan 

The Generals in Blue and Gray 

An Analysis of the Leaders in 


Gen. "Stonewall" Jackson 

The American Civil War represented the 
transition from Napoleonic to Modern 
warfare, fought with tactics that were out- 
moded by the new weaponry available. Strategy 
hadn't changed much either, but it was affected 
by the greater communications and intelligence 
granted by the telegraph and the greater mobility 
given by die railroad. The game CIVIL WAR 
depicts this war in a peculiar, but most successful, 

Every game turn (representing from two to 
four months of actual time) is divided into an 
indeterminate number of "pulses" which may 
range from a minimum of one to any number; 
pLiuTs never l;nmv beforehand how many 
pulses a turn will have. Usually, it's to the 
advantage of the Confederate player to have 
turns with short pulses, while the Union player 
would wish that game turns never ended. This is 
especially so in the ending turns of the game. 


During every pulse, each player rolls two 
dice. The difference between both rolls repre- 
sents how much activity there will be in that 
pulse, meaning how many reinforcements you 
can bring into the game and/or the number of 
Command Points (CPs) you may spend to acti- 
vate your units. The number applies to both 
sides, hut the higher roller moves first. The dif- 
ferential tends to be small (see Table #1), which 
causes the number of actions to be quite limited 
in most pulses. When the differential is zero, 
there's no pulse and two things may happen: 
either the players receive extra Command 
points, or the turn ends. 


Differentia! % 


1 21.2 



















By Charles E. Duke 


You are limited by the unique game system as 
to what and when you can move, and therefore 
it's most efficient to move a large force once than 
several smaller forces separately. To move large 
forces, however, you need a leader; the generals 
give the game a great part of its flavor. 

Current _ 
Star Rank 




_Sanloriiy among LBaders 
of same Rank 

_ Maxim am 
Star Rank 

-Tactical Combat Rating 

- Army Command Rating 


Leaders have several ratings. First is Initia- 
tive, which represents the number of CPs you 
must spend to activate him and any troops under 
his command. This value ranges from two to 
four. The difference is more important than it 
seems, since even if you have the CPs to activate 
a leader with a high Initiative factor and you are 
willing to spend them, the pulse differential can 
curtail that spending. Let's see Table #1 again; 
51% of the time you can only spend two CPs or 
less. This implies that generals with an Initiative 
of three or four cannot be activated at all ! The 
value of leaders with an Initiative of two 
becomes obvious; those with a rating of four 
aren't worth the cardboard they are printed on, 
since you can activate them only about 30% of 
the lime provided that you have the four CPs 
available, which is not usually the case. 


Leaders also have a Rank which goes from 
one-star (division commander) to four (army 
group commander). It isn't efficient to use one- 
star generals to move troops, since they can only 
lead one or two Strength Points (SPs) at a time. 
It's cheaper to move the troops by themselves 
(you can move one SP at a time without a leader, 
at a cost of one CP). Two- star generals (corps 
commanders) are better; they can lead up to six 
SPs. Three-star leaders (army commanders) may 
also lead only six SPs unless they are in command 
of an Army, in which case they may move up to 

25 SPs at the same cost. The Union player has 
two generals (Grant and Sherman) that can be 
promoted to four-star (army group), meaning that 
more than one Army can be led by them at the 
same cost in CPs. In practice, however, armies 
are rarely used as a group. 


AH commanders have a Tactical rating, 
which affects combat in a favorable, neutral or 
detrimental way depending on the leader's qual- 
ity. This number is used as a positive die roll 
modifier applied to your own die roll, but not 
your opponent's. This has an interesting implica- 
tion — a favorable modifier means you do greater 
damage to your enemy, but it does nothing to 
protect your own troops. Another remarkable 
characteristic of the Tactical rating is that unfa- 
vorable ratings are not subtracted from your roll; 
instead, they are added to your opponent's roll! 
All this adds up to greater losses for both sides, 
which is appropriate in a Civil War simulation. 

Army Command 

Finally, three and four-star generals have an 
Army Command rating, which represents the 
number of times you may re-roll your die (or 
your opponent's) if you don't like the result. 
General Robert E. Lee can re-roll dice up to 
three times. Similar to Tactical ratings, detri- 
mental Army Command ratings don't affect you 
directly; instead, the opponent gets opportunities 
to roll again based on your negative number. 

Die re-rolling is not such a boon as it may 
seem at first glance; it's quite a gamble. The 
only time when you are sure that rolling again is 
entirely advantageous is when an extremely 
unfavorable result (a 6 for your opponent, a 1 for 
you) has been rolled. In other cases, there is a 
chance that the new roll will actually be worse 
than the original and it must be kept (see Table 
#2 for the probability of a worse result.) 




Original Roll 
friendly / enemy % 

1 6 

2 5 


3 4 


4 3 


5 2 




Based on the information above, I've 
attempted to rate the leaders by a practical point 
system. Generals with an Initiative of 2 are 
given three points: this is probably the best char- 
acteristic a leader can have in the game, and it 
can redeem other deficiencies. An Initiative of 3 
receives zero points, and an Initiative of 4 
(minus two). 

One-star generals get zero points, except for 
Watic who gets a minus two since he can lead 
only very unreliable Indians. Two-star leaders 
are a leap ahead of them, so they get two points. 
Three -star generals may lead Armies, a very 
important feature, so they get four points. Four- 
star commanders have the advantage of being 
able to lead more than one Army at a time, but 
since this is rarely used they are given only one 

point more than three-star commanders. All 
cavalry leaders are rated one star below their 
actual rank because of the limited number of 
troops they can command. I also gave leaders 
points equal to double their Tactical value and 
equal to their basic Army rating (this number 
was not doubled because of its unpredicta- 
bility). Table #3 below lists all the data for the 
leaders in the game. 

The simplest way to interpret the ratings is 
this: any general with a positive number has 
something good about him, however small. A 
leader with zero points is neutral (the "doing niy 
job 7 ' type, if you wish). Those with negative val- 
ues are actually detrimental to the troops they 
command. It must be noted, however, that this is 
only an analysis of the overall performance of 
the leaders; a general that has a lower point 


Rating Rating Confederate Rating 




Meade 1 
Meade 2 





Pemberton 1 



Bumside i 

Meade 3 
Ord 1 




Pemberton 2 
Pemberton 3 


13 urn side 2 



Ord 2 
Ord 3 



Early 1 
Early 2 


Price 1 

Curtis 1 
Curtis 2 


Pleasonton 1 
Pleasonton 2 


Ewell 1 
Ewell 2 



Price 2 
EK Smith 1 


Curtis 3 



Pope I 
Pope 2 


Forrest I 
Forrest 2 



EK Smith 2 

EK Smith 3 




Reynolds 1 


Gordon I 
Gordon 2 


Stuart 1 
Stuart 2 


Grant 1 
Grant 2 


Reynolds 2 


Hardee I 
Hardee 2 


Taylor 1 
Taylor 2 


Grant 3 


Schofield 1 
Schofield 2 


AP Hill 1 
AP Hill 2 


Van Dom 


Hancock 1 



Sedgewick 1 
Sedgewick 2 


DH Hill 1 
DH Hill 2 


S. Watie 


Hancock 2 
Hooker 1 



Sheridan 1 
Sheridan 2 


Hood 1 


Hooker 2 
Howard ! 


Sheridan 3 
Sherman 1 



Hood 2 
Hood 3 


Howard 2 
Logan 1 


Sherman 2 
Sherman 3 


Jackson 1 



Logan 2 
Lyon i 


Sherman 4 


Jackson 2 
Jackson 3 





Lyon 2 
Lyon 3 



Steele 1 
Steele 2 


AS Johnson 
J Johnston 





Thomas 1 



RE Lee 


McPherson 1 


Thomas 2 
Thomas 3 


SD Lee 2 
Longstreet 1 


McPherson 2 
McPherson 3 


Wilson 1 
Wilson 2 


Longstreet 2 


Union Rating Rating Confederate 


Grant (4) 


Burn side 


RE Lee 


Sherman (4) 
















J Johnston 






Van Dora 












AS Johnston 






EK Smith 















value than another may be better suited for a 
given mission than the latter, depending on the 
circumstances. For instance, notice that, in the 
Confederate side, Jackson 3 comes up belter 
than Lee. This is because of his excellent Tac- 
tical rating which increases his overall value. 
However, three-star generals will usually be 
found leading armies, where their Tactical is 
ignored. Table #4 lists all army commanders 
without their Tactical value. 

The point values can be useful to reveal facts 
that you would discover only after much play- 
ing. For instance, the first reaction of ;i player 
would be to remove such generals as Van Dom 
or Hood because of their poor Army rating. 
However, experience will show that it's so 
advantageous to have a leader with an Initiative 
of 2 in command of an army, that his other 
defects can be "mercifully" overlooked. Of 
course, you wouldn't want a general like Van 
Dom or Hood in the Army of Northern Virginia, 
but they are a good choice for the army of the 
West. These facts are reflected correctly by the 
point values in Table #3. Also, using generals 
such as Bragg, Pope and McClellan, though 
inept, isn't such a great sin as it may seem. They 
still get three points, which qualifies them as 
"positive" leaders; play demonstrates this. 


All this brings us to the question of leader 
removal and demotion. You must always place 
the best man available in command, of course; 
but what do you do with the general you are 
kicking out of office? The game gives three 

1. Send the general away. 

2. Remove the general from the game 

3. Demote the general back to two-star rank, 
if possible. 

The Confederate player really has no reason to 
remove any three-star leaders from play; he 
should only send any currently undesirable ones 
away (he would probably like to remove Huger, 
but it cannot be done because he is one-star). 

On the other side, the Union player has a 
whole bunch of incompetents that he's only too 
willing to remove. However, before throwing 
away any leader, he must consider a need for 


[hem later. The Union wants to make a lot of 
amphibious invasions; these require a naval 
leader plus a ground leader. Since the good lead- 
ers cannot be spared for all these operations, all 
those "incompetent" commanders come in 
handy. The advantage in an amphibious inva- 
sion is that you need not pay the Initiative cost 
of the ground leader; he travels for free after the 
naval commander spends his CPs. Another rea- 
son why you want a leader (even a bad one) in 
command of an invading force is to give that 
force the potential to move inland. Even if it 
never does so, the Confederate player will he 
forced to take some kind of counter-measures, 
like Hemling in troops that are needed elsewheiB. 


Leaders that apparently get worse as they are 
promoted usually gain some other advantage, 
such as the greater number of troops they can 
move or their increased survivability. The latter 
is important to consider. Table #5 shows the 
probability of a leader being killed or wounded 
in battle, depending on his rank. 





% killed % wounded % combined 


8.5 11.1 19.6 


5.5 8.3 13.8 


0.5 2.3 2.8 

As you can see (and have probably experi- 
enced through play), one-star generals die with 
an annoying frequency. What you possibly 
haven't noticed is that two-star generals don't 
fere much better, with only a 3% advantage over 
one-star generals. On the other hand, three and 
four-star generals have a quite small chance of 
dying in battle; this is another reason why you 
don't want to demote them. (In my opinion, the 
chances of injury should be a function of the 
number of troops; in the game, a three-star gen- 
eral can be commanding only one or two SPs 
and still enjoy his increased survivability.) 

It's a good idea, then, to move your good 
leaders away from danger once they qualify for 
promotion, bringing them back only when their 
new rank is attained; there's nothing more frus- 
trating than to lose Sherman or Jackson as one- 
star generals when they were just about to 
receive a two-star promotion. Unfortunately, the 
requisite for promotion is participation in a bat- 
tle, so you have to risk your nice leaders at least 
once per rank increase. 


I hope that this article has shed some light on 
the subtleties of the adequate use of leaders in 
CIVIL WAR. The player who uses his generals 
the best during a game will certainly have an 
enormous advantage over his opponent, since 
the generals are verily the heart of the game. 
Good luck and watch those probabilities! 



Only the following back issues of The GENERAL remain in slock; price is S5.00 per issue (plus the usual shipping and 
handling charges). Due to the low quantities of some back issues, it ordering, please specify alternative selections. Below 
is a listing of each in-stock back issue by subject matter; game abbreviations are italicized and standard (a partial listing 
may be found on the "Opponent's Wanted" lorm on the insert of any issuer Article type is indicated by the following 
abbreviations: A-Analyltcal, DN-Desi "Tier's Notes, H-Historieal. Q-Queslions, P-PBM (postal), S-Strategy, Sc-Sce- 
nurios. SR-Series Replay, V— Variant. The featured game for each issue is always the first one listed. 

14-5; SQL-DN. A. Q; WSM-A, V: TRC-A; M64S; SST-A: 3RI-A; Games Guide 

16-1: ANZS, Sc. V. DN; 3RI-S; NAPS: PZBSR: I76S, A; DIPS. SQL-Q 
16-*: MRM-DN, A, S, V, Q; SQL-A; 3RIS, A; TRC-SR 

17-4: FSE-S, P. DN, V; MD-V. Q; SQL- SR; WF-S; /7fi-Sc; WZQ-A; SST-V; NAPS 

18-2: .4FD-A, Sc. Q; AFK-V; 3R3-DN; TOB-V; SQLS; AlW-V; VIPS; DIPS; D77S 
18-4: GLD-H, V, A, Q; SQL-A: LFW-V; W&PSR; AOCS, ?; FSE-V; WASS; AFKS 
1 8-5: 3R3S, A, V. DN, Q; SQLS. A; TRC-V; TOB-V; RFN-V; CSL-A; DUN-V 
18-6: FTP-A. Sc; V. DN; VIP-V. Q; M64S, Q; SNL-A; Q: SUBSc; BZK-V 

19-2: SS/-H, Sc, S, DN; TLD-A. Q; SQL-V; 3R3S; SOASR 

19-3: GSL-A. Sc, V, SR, Q; DIP-A; RFNSc; G77-V; /76-Sc; LRT-V. Q; SQL-A 

19-5: SON-A. S. H, Q; W&PS, Q; DIP-A; WAT-V; WSMSc; SQL-A 

19-6: VIP-P. SR; 3R3-V, Q; DIP-A; FTP-V: BM7-V: NVW-A; SQL-A. Sc; SUB-V, Sc 

20-1: SQLS. A. DN, V. Q; VIPSR 

20-2: TTN-A, DN, S. Q; MRM-V: RHD-A; SQLSc; W&P-V: COAS. Q: DIP-A; PZL-V 

20-3: FRGS. V, Sc. Q; PZB-A; I76Sc; DWKS. V, Q; DIP-A; CQD-V, S 


20-5: BRNSR. S. H. Q; LRTS; DIP-A; GSLSc; G77-A; WSMSc 


21-1: UPFS, A. SR, DN. Q; SOAS; SQL-H. S: TRCS; D77S 

21-2: NABS. DN; W&PS, A. Q; NAPS. Q; DIP-A; FR4-S; FSE-S; 3R3S; BFI-S; 176S: SQL-A 

21-4: PGGS; SR; PZB-A; 3R3S; TRCS, V, Q; DIP-A; SGD-V, S; SQLSc 

21-5: HWRS, V, A; MRMS, Q; OW2-A; DIP-A; 3R3-A; RBNS; CQD-V; CIVS; SQL-A 

21-6: FPR-H, V. SR; AIWS, Sc; BZK-V; TAC-V, Q; SQL-A 


22-2: UPF/BNZ-A. SR, Q; FTP-A, S; SUBSc; VIPS. Q 

22-3: PZBSR; PZL-Sc, V, Q; SOAS; 3R3-V; DIP-A; CIV-A; UPF-Sc, Q; AIWS; GOA-A, Q; TLD-A 

22-4: RFT-A, V, S; TRC-V; PZKS, Q: DIP-A; 3R3-V; SUB-V; PGGS 

22-5: DEVS, A, Q; GSL-Sc; BRNS: DIP-P, A; SC-V; FIG-A; SQLSc, Q 

23-1: FLD-A, V; AFD-V, BI7-V, DN; HWRS. Q; V7F-V; 3R4S; TTN-V; LFW-V; SST-V; RFN-V 


23-3: SUB-V. Sc; ASLS, SR; HWR-V; BZK-V, Q; BSI-A 

23-4: EIAS, DN: W&P-V, S: WSMSc, SC-V; NAPS; YLWS; 3R4S, Q 

23-5: KTA-DN. Sc, Q; WAT-V, B17-V, Q; 3R4S; RFN-V; ASLS; VIPS 


25-3: PTBS. H, V. Sc; TPS-DN; AFK-V; 3R4Sc, Q; ASLS; PGG-P; PZB-A; UPF-V; SOA-V; PZLS; BS1S 
25-4: EISS, H. V, Sc; WSM-V, P, Sc; F.IA-V, Q: VIPS: NPB-DN; 176-V 

25-5: GfiG-SR, V, H. Q; I76S; ASL-H; FPRSc; RBN-V; ODS-V: DEVS; GQA-VH. Q; W&PS, Q; MW-DN; LVGSc 

26-1: A/fJI-'-S. DN, V, SR, Q; DKE-V; DUN-V; DLWS; KGMS; STCS; ASL-A, Q; KRM-V, Q; ROR-DN; CN-V 

26-2: TPSS, DN, SR, Q; PZB-Sc; ASL-H, A; 3R4S. Q; HWRS, Q; UPF-V; RFTS 

26-3: MBT-H. S. SR, Q; FLD-V, Sc; FPRSc: ACQS; TCAS 

26-4: SOJ-H, DN. S, Sc. Q; KGM-V; TTN-V; CIVS: DIPS; MRM-A; ASL-A 

26-5: UPFS, V. SR; AFD-V; FTPSc; BI7-V; FPR-V; ASL-H, Q 

26-6: Wfi-DN. S, H. Sc, Q; EM-Sc, V; IS3S; WSMSc; DEVS: W&PSc 

27-1: TRCS, H, V; ASL-H, Q; KRM-V, Q; RFTS; TPSS 

27-2: 3FT-V. Sc, A: 6FTS; 2FT-V; EIAS, Q; ASLS, D. Q; WSM-V: FTP-V; VIPS 

27-3: 3R4S. DN; TLDS, V; ASLS, DN, Q; FSE-S 

27-4: ROR-A, SR, DN, Q; C1V-DN; KRM-V; EIAS: DIP-P 

27-5; B9I-A, S, V; BSI-DN; ASL-H; DIP-P; TCA-A; RORSR. Q; D77S 


28-1: /TW-SR. S. DN. H, Q; ASL-Sc, FPG-DN; PCW-V, Sc; C/V-V. S; Game Raring System 

28-2: ASL/GUNG H01-A. Sc, H, DN; ROR-A; FPG-A. Sc; B/7-Sc. -Q; ACV-V, Q; SPF-V; AvalonCon I! 


28-4: BI7-V; D9I-A. Q; PZI^-Sc. P; ACV-V; ASL-A. Sc: UPF-H, Sc; WAS-A. S; LRH-V; ACQ-A, S 

28-5: M92/GDC— V. Q; TOX—V; MUS—V; VIP—SR, V; AFD—Sc; UPF—H. C. Sc; SAM—R; HOW—R 

28-6: A3R-A, S, V: ASL-A. Sc; GOA-V; UPFSc. Q; 3R4-V, S; CIV-A; RSN-R; BKN-R 

29-1: A VC '93-A; HOW-Vx3, Preview.Q; WTP-Preview; RKLS; ASL-V. Sc; AOT-Preview 

29-2: WTP-A, SR, DN; Q; Marquis de Lafayetle-H. ACQ-V; /tSL-Sc. DN; BKN-Ptevicvi; KGM, PC Preview; UPF-V 
29-3: BKN-A, S, SR. Q; GUR-Pmview; ASN-V; HOW-V; CIV-V; OC-VCS; ASLSc, A, DN 
294: S.IWS, V; WaW; 5r-Preview; Af/t//-Preview; 5h Fleet-Preview; GBG '88-V, BKNSR; ASL-Sc, A 
29-5: ;VWD-A, V; SJWS.V; EIA-S; TTN-V: Myths of Pearl Harbor Attack-H; A VC '94 Report; OC-SR: BB '91-$; 
CD/F-Preview; FC2-Preview; ASLSc 



Back in Vol. 28, No, 5 of The GENERAL, 
we were introduced to the campaign roles 
for TOKYO EXPRESS. The author of that 
article, Fr. Nigel Hodge, is to be congratulated 
for what is — in my opinion — the most definitive 
set of campaign roles for the game. No one can 
approach Fr. Hodge's rules in terms of cohe- 
siveness and completeness. In the campaign 
game, the player is actually occupying two posi- 
tions. One is that of the Task Force commander 
who is actually fighting the battles depicted in 
the scenarios. The other position is that of the 
Area or Theatre commander who must decide 
which ships in his fleet to commit to fighting in 
each battle, as well as keeping track of ships 
which are temporarily down for repairs. After 
playing the campaign rules dirough several 
times, I found that the Area commander's posi- 
tion is rather simplified and limited. So, to make 
the Area commander's position more histori- 
cally accurate, I've written this article. 

The rules presented here build upon the cam- 
paign system devised by Hodge and are not 
intended to replace it; indeed, those rules are 
required when playing wilh the rules presented 
here. Hodge's rules should be viewed as "Stan- 
dard Rules" whereas the rules in this article 
should be considered the "Advanced Rules" of 
the same campaign system. 


Before going any further, there are a few cor- 
rections 1 believe should be made to the cam- 
paign system as presented by Hodge. 

Scenario Determination: On the Scenario 
Table, change the Special section to read as 

Die Roll Scenario 

1 15.1 "Cape Esperance" 

2 15.2 "1st Guadalcanal" 

3 15.3 "2nd Guadalcanal" 

4 15.4 'Tassafaronga" 

5 15.5 "Savo Island" 

6- 1 16.0 Standard Randomly 

Generated Scenario. 

The Savo Island Scenario: The Savo Island 
scenario can be found in the TOKYO EXPRESS 
article in 25-4. Note that this scenario has no US 
Admirals for the US forces. To preserve the 
essence of this particular battle, do not determine 
the cohesion level, presence of transports, sce- 
nario lighting, or surprise. Instead, use the infor- 
mation provided in the scenario instructions. 

Admiral Availability: To the Fate Table, 
add the following DRM: 

-3 if the Flagship's final Damage Level is 3. 

Sunk Admirals; While the DRMs for the 
Fate Table work well for US Admirals, the last 

By Alan R. Arvold 

four DRMs give Japanese Admirals an unfair 
advantage. Therefore, when rolling to determine 
the rate of sunk Japanese Admirals, use the fol- 
lowing DRMs in place of the last four on the 
Fate Table. 

-2 if US Substantial Victory. 

-I if US Marginal Victory. 

+ 1 if Japanese Marginal Victory. 

+2 if Japanese Substantial Victory. 

Campaign Game Ship Rosters 

American Ship Roster: The following 

"ahistorical" ships are not available at all during 
the campaign; California, Iowa, and Baltimore. 
(The Iowa and Baltimore — which are listed as 
available in March of 43 — were "historically" 
doing their shake-down cruises in the Atlantic. 
The California spent the whole Guadalcanal 
Campaign on the US West Coast undergoing 
repairs and modernization. While the US Navy 
did keep two old battleships in the South Pacific 
Area during the Guadalcanal Campaign, they 
were stationed well away from the Guadalcanal 
area to provide a last ditch defense in case the 
Japanese won the Guadalcanal Campaign.) 

Japanese Ship Roster: Add the following 

CA Kako (Furutaka) 
DD Fubuki (Fubuki) 

Both of these ships are in the countermix and 
listed on the Japanese Ship Log Roster as "his- 
torical" ships. 

Change the DD 28 Kamakaze to the 

Delete the BB Yamato and the BB Musashi. 
While both of these ships were available, "his- 
torically" both of them spent the entire Guadal- 
canal Campaign in Japan or at Truk with the 
main Japanese battle fleet. 


During the campaign, the ships on the roster 
did more than just lurk around Ironbottom 
Sound waiting for the Tokyo Express to arrive. 
They performed other wartime missions in their 
area, such as patrolling, convoy escort, and car- 
ricr escort. Sometimes, during the course of 
these missions, a ship may be damaged or sunk 
by Japanese submarines or aircraft. Sometimes, 
a ship was taken out of the area and sent to Pearl 
Harbor or the Wcsl Coast for a scheduled main- 
tenance overhaul. During the autumn of 1942, 
the US Navy even sent ships from the Pacific 
fleet to the Atlantic fleet to participate in the 
Operation Torch landings in North Africa 
(despite the ongoing Guadalcanal Campaign). 
Thus, an Area Commander was faced with the 
possibility that some undamaged ships would be 

temporarily or permanently unavailable for 
battle. To reflect this, use the following rule: 

Ships Removed From 
Roster Each Month 

1. At the beginning of the month (before 
determining the number of battles to be fought) 
the US player determines die number of ships 
to be deleted from his roster (either temporarily 
or permanently) to support other missions. This 
is done by rolling a ten-sided die and compar- 
ing the result to the following table. (There are 
no DRMs.) 

No. of Ships 

Die Roll Unavailable 

1-4 None 

5-7 I 

8-10 2 

If the result is "None", no ships are removed 
from the roster that month and this procedure is 
concluded until next month. If the result is a 
number, proceed to the next section below. 

2. The player must now determine which 
type of ship or ships will be unavailable. Roll the 
die once or twice (depending on the result from 
the previous table) and compare the result(s) to 
the following table. 

Pie Roll Ship Type 



The result of each roll is the ship type that 
becomes unavailable. The player randomly 
picks a ship of the type indicated from his roster. 
If there are no available ships of die required 
type on the roster that month, ignore the result. 

3. The player now determines how long each 
chosen ship will be unavailable. For each ship 
chosen, roll one die on the following table. 
Die Roll Unavailable 











The result is the number of months that a 
ship is unavailable during the campaign. A 
"Sunk" result means that the ship fell victim to 
Japanese submarines or aircraft while on another 
mission and is permanently unavailable. 

Restrictions: The following restrictions 
apply to this procedure. 

1 . The Japanese side does not score victory 
points for ships made unavailable by this pro- 

2. A player may not substitute a ship of 
another type to fulfill the loss requirements. 

3. A player may not use ships that are 
unavailable due to being repaired to fulfill the 
loss requirements. 

4. A player may not use temporary reinforce- 
ments (see next section) to fulfill the loss 


During a campaign, a player may find him- 
self short of certain ship types because of losses, 
damage and ships taken away on other mission 
requirements. Area Commanders had this same 
problem during the war. and while they usually 
had to make due, sometimes — when faced with 
an upcoming Japanese offensive — they would 
request the temporary "loan" of ships from 
other Area Commanders or from the carrier 
task forces within their area. While this helped 
in the battles around Guadalcanal, it temporarily 
weakened the naval forces in olher Areas, a sit- 
uation which the Japanese could have taken 
advantage of had they been aware of it. The fol- 
lowing rules (which simulate this situation) also 
allow a player to "circumnavigate" the cam- 
paign rule which states that a player must sub- 
stitute a ship of the next "lowest" type if the type 
required isn't available, at a cost of victory 
points to the Japanese. 

General Rule: At the beginning of a battle 
when determining which ships to use, a player 
may — if he does not have enough or has no 
ships of a particular ship type available — use 
ships that are listed in the next column to fulfill 
the requirements of the scenario. These vessels 
are ships of the same class as those listed on the 
ship rosier. These ships served in the South 
Pacific area at one time or other during the 
Guadalcanal Campaign but did not "histori- 
cally" participate in the surface battles in Iron- 
bottom Sound. The list below shows the name of 
Ihe ships available and the corresponding game 
ship counter or ship class of which any ship of 
those classes may be used to represent the tem- 

porary reinforcement. These ships may be used 
in any month of the campaign except those with 
an availability date requiring those ships to be 
used on specific months and any lime thereafter. 


Type Ship Name 

BB North Carolina {Use Washington) 
Indiana (Use South Dakota) 
Available Dec. *42 

C A A uslra li a (U se Can berra ) 

Louisville (Use Northampton or Chicago) 
Chester (Use Northampton or Chicago) 
Indianapolis (Use Portland) 
Witchila (Use any Astoria Class CA) 

Available Dec. '42 (Note: The Witchitct 
was no! of the Astoria Class but for 
game purposes is functionally similar 
to ships in that class.) 

CL San Juan (Use Atlanta or Juneau) 
St. Louis (Use Brooklyn Class CL) 

Available Nov, '42 
Nashville (Use any Brooklyn Class CL) 
Available Nov. '42 

DD Chevalier (Use any Fletcher Class DD) 
Nicholas (Use any Fletcher Class DD) 
Raford (Use any Fletcher Class DD) 
Grayson (Use any Livermore Class DD) 
Meade (Use any Benson Class DD) 
Stack (Use any McCall Class DD) 
Henley (Use any Craven Class DD) 
Slum- (Use any Mahan Class DD) 
Smith (Use any Mahan Class DD) 
Phelps (Use any Porter Class DD) 

Restrictions: The following restrictions 
apply when using temporary reinforcements. 

1, Each ship on the list above may only be 
used in one battle during the campaign, regard- 
less of its fate in the battle. 

2. A player may only use ship counters of 
ships that are either lost, being repaired, or are 
unavailable for other reasons to represent ships 
from the list above. (For example, a player could 


not bring in the Indianapolis as a temporary 
reinforcement if the Portland is available for 
combat, or bring in the Nonh Carolina if the 
Washington is available.) Thus, a player does 
not have lo make new counters and ship logs for 
temporary reinforcements, just use the corre- 
sponding sister ship and rename the ship on the 
ship's log sheet for that particular battle. 

3. A player may not use temporary reinforce- 
ments until he has completely exhausted his sup- 
ply of ships of the ship type in question. 

4. To bring in temporary reinforcements, the 
US side must give victory points to the Japanese 
side for each temporary ship brought into the 
scenario, using the table below. These victory 
points are in addition to whatever points the 
Japanese may earn for damaging or sinking 
these temporary ships during the scenario. 

Ship Japanese 
Type Victory Points 





Example of Victory Points Awarded: It's 
December 1942 and one battle is to be fought. 
The scenario called for is 17.3 Chase from the 
North. During the scenario generation, the US 
side receives five CL/CA. The US has only three 
CAs and no CLs available on his campaign ros- 
ter, the rest being repaired, lost, or on other mis- 
sions. He takes those cruisers and picks two 
cruisers from the temporary list: the Indianapo- 
lis (the Portland being lost) and the Wichita (all 
Astoria Class cruisers are unavailable). Neither 
of these ships were previously used in any sce- 
nario. Note that if this battle was occurring in 
November 1942, the US player could not pick 
the Wichita as it would not be available yet. The 
Japanese side is awarded six victory points, 
three for each cruiser picked. During the course 
of the scenario, the Indianapolis is sunk and the 

Japanese troops on Shorthand Island in the Solomons prepare to board barges that will carry them south through "The Slot" and deposit them on Guadalcanal. Barges, cruisers 
and destroyers delivered troops and supplies at night to avoid American planes and ships; Marines nicknamed the clandestine nocturnal runs "The Tokyo Express." 


Wichita receives enough hits to put it at Damage 
Level 2. The Japanese receive nine additional 
victory points for these two cruisers, six for the 
Indianapolis and three for the Wichita. Neither 
of these ships may be used in any future scenario 
in the campaign. 


The US Navy entered the Guadalcanal 
Campaign with an outdated doctrine dealing with 
surface combat at night. Many American naval 
officers knew this and were looking for better 
night fighting tactics, eventually adopting those 
practiced by the Japanese. Seriously hampering 
their efforts were senior naval commanders who 
were trying to make the old doctrine work in com- 
bat rather then developing a new one. While the 
use of the old doctrine did contribute to the Amer- 
ican victory at the Battle of Cape Espearance, it 
also led to the disastrous debacles at the Battle of 
Tassafaronga and the first night of the naval battle 
of Guadalcanal. By the end of the Guadalcanal 
Campaign, the US Navy had transferred its more 
conservative commanders to desk and staff jobs, 
thus leaving the more progressive commanders 
such as Ainsworth, Merrill, and Mooseburger free 
from upper level interference in their pursuit of a 
better doctrine. 

General Rule: The basic effect of US Doc- 
trine is that American ships must operate in long 
column formations. In most scenarios where 
there is one American force, this means one long 
column formation. In scenarios where there is 
more than one US force (like Scenario's 15.5 
and 17.4) each force will be deployed in a 
column formation. Each column will have the 
following makeup: 

1. Cruisers and battleships will be in the mid- 
dle of the column in any order the player wishes. 
Destroyers will be deployed evenly divided 
between the front and rear of the column with 
any odd destroyer going to the front or rear at 
the player's option. 

2. Ships in the column will stack one or two 
ships per hex at the player's option but there are 
no empty hexes between ships in the column. 

Effects of US Doctrine: Columns may 
operate using both column and regular maneu- 
vers. However, when empty hexes develop in 
the column (from ships sinking or retiring due 
to damage) the remaining ships must close up 
the formation in the next game turn to eliminate 
the empty hexes in the column. Use the follow- 
ing procedure: 

1. At the beginning of a turn when a column 
has empty hexes, the player treats each section 
of the column created by these gaps as a separate 
formation. Each of these sections will be given 
an order and speed that will result (by the end of 
the game turn) in one long column forming 
again. Note that in columns where two ships are 
stacked per hex, one ship leaving the hex will 
not create a gap; a completely empty hex creates 
a gap in the column. 

2. Although each of these sections are part of 
the column, each section will have to roll on the 
Freedom of Action Table unless there is an 
Admiral present in the section. Any section that 
is given a new order by the Freedom of Action 
Table will follow that new order and leave the 
column. (Note: This could cause a column to 
take several game turns to close up.) 

3. Any section that leaves a column now 
becomes its own formation and is free to operate 
as such for the rest of the scenario. Note that 
these independent formations may adopt any 
formation grouping as defined in Rule 3.2. The 
section may, at the player's option, rejoin its 
parent column on a later turn in the scenario. It 
must, however, be in a column formation when 
it does so. 

The old US doctrine was rather rigid and 
inflexible when it came to night combat. In bat- 
tle, ship-to-ship communications invariably 
became jammed with multiple messages. The 
commanding admiral could not react to the 
changing situation. Although ship captains 
would try to keep their ships in formation, when 
these formations broke up, if the ship captains 
found they could not stay with the formation, 
then they tended to operate on their own until 
communications could be reestablished with the 
fleet commander. 

When US Doctrine is in Effect: US Doc- 
trine is in effect when one of the following 
Admirals is the Task Force Commander: Admi- 
ral Scott, Admiral Callaghan, or Admiral 
Wright. In scenarios where the Americans have 
more than one admiral, if one of these three 
admirals is present, then he's automatically the 
Task Force Commander. If two of them are pre- 
sent, then it's the player's choice of which one is 
the Task Force Commander. If the Task Force 
Commander is killed, his ship is sunk, or his 
ship retires then US Doctrine is no longer in 
effect when the Replacement Commander takes 
over. (77;e Replacement Task Force Commander 
is assumed to be one of the ship captains who 
has been in the Guadalcanal area for awhile 
mid has some combat experience.) However, if 
the Replacement Task Force Commander is one 
of the other admirals listed above, then US Doc- 
trine remains in effect until he's killed, his ship 
is sunk or retired. On the game tum between 
when the Task Force Commander is killed and 
when the Replacement Commander takes over, 
US Doctrine is still in effect. When US Doctrine 
is no longer in effect, the US player is free to 
group all of his ships in any type or size forma- 
tion in accordance with Rule 3.2. When using 
US Doctrine, the Flagship may not retire until it 
has reached Damage Level 3. Note that a killed 
or sunk admiral's ultimate fate as determined by 
the campaign rules has no bearing on this rule. 
It's assumed that damage has destroyed commu- 
nications and that the admiral can no longer 
effectively command. 

Admiral Lee: When the US Player has bat- 
tleships in his force, he still gets Admiral Lee 
(unless Lee was killed earlier in the campaign) 
and Lee becomes Task Force Commander even 
over Admiral's Scott, Callaghan, and Wright. If 
Lee is killed during a scenario and one of these 
admirals takes over as the Replacement Task 
Force Commander, US Doctrine does not take 
effect. It's assumed that Admiral Lee set these 
admirals straight on their use of outdated tactics 
before the battle. 

Detection Attempts when using US Doc- 
trine: A formation uses the detection rating of 
the Task Force Commander when making detec- 
tion attempts. Any other admirals in the forma- 
tion may not apply their detection rating (even if 

it's better than the Task Force Commander's) to 
the attempt. A formation that's closing up dur- 
ing a tum (i.e., eliminating its empty hexes) still 
counts as one formation when making a detec- 
tion attempt and not as separate sections. 

US Doctrine in Scenarios: Certain scenar- 
ios have unusual set-ups which need explaining 
when using US Doctrine. 

Scenarios 15.5 "Savo Island" and 17.4 
"Waiting on Station": each have separate US 
forces. Each of these forces will operate in col- 
umn and may not combine into one big forma- 
tion while US Doctrine is in effect. Note that as 
the "Savo Island" scenario has no Task Force 
Commander for the Americans, they are 
assumed to use the doctrine throughout the 
whole scenario. 

Scenario 15.4 "Tassafaronga" has the fol- 
lowing change made to the American set up. The 
American force deploys all of its ships at the 
start of the scenario in the following manner: 
Ship Type Set-Up Hex 

Fletcher (DD) 


Maury (DD) 


Perkins (DD) 


Drayton (DD) 


Miiinpls (CA) 


N Ortns (CA) 


Penscol (CA) 


Honolulu (CL) 


Northhn (CA) 


Lamson (DD) 


Lardner (DD) 


All other deployment instructions apply to 
the American set-up. (This set-up allows the 
American force to tum back into a column for- 
mation should the player desire.) 

US Doctrine in the Campaign: When using 
US Doctrine in a campaign, use the following 

1 . In the very first battle of the campaign, US 
Doctrine is in effect no matter who the Task 
Force Commander is. (The US Navy had no 
combat experience in night fighting going into 
the campaign. Although one of its cruisers, the 
USS Houston, was involved in a night sea battle 
earlier in the year, it was sunk and no one made 
it back to tell the US Navy about the inadequa- 
cies of its doctrine.) 

1. All US Admirals are available at the 
beginning of the campaign. Ignore the availabil- 
ity dates for the admirals. 

3. Starting in January 1943, Admiral's Scott, 
Callaghan, and Wright are removed from the 
campaign if they've survived. (They have been 
moved to desk jobs.) 


The TOKYO EXPRESS Campaign can easily 
be played by two players, one player taking the 
Americans and the other taking the Japanese. 
The Japanese player maintains his fleet and his 
Campaign Ship Roster in the same way as the 
Americans. At the beginning of each month of 
the campaign, the American player rolls to see 
how many battles will be fought in thai month. 
Either player can roll for each scenario to see 
which one is being fought. The Japanese player 
determines the Strength Level of his force and 
reveals that information to the American player. 
The rest of the scenario preparation follows the 


rules established in Rule 22.1 During a battle, 
the Japanese player determines the fate of his 
admirals that are eiLher killed or sunk. 

The Japanese player follows the same proce- 
dures for ship availability as do the Americans. 
This includes the additions set forth in diis arti- 
cle. The Japanese, however, do not use the doc- 
trine rules in this article. Although the Japanese 
could conceivably take advantage of an Ameri- 
can force using doctrine, it will not become 
apparent to the Japanese player that the Ameri- 
cans are using doctrine until they deploy their 
detected forces. (Remember that the identity of 
the admirals in the opposing force is kept secret 
until the end of the scenario.) 

The Japanese player may also use temporary 
reinforcements using the rules in this article. 
(Although the Japanese kept their naval forces in 
the Solomons area at the naval base at Rabaul, 
they frequently borrowed ships from the main 
naval base at Trtik during critical operations.) 
The following chart lists ships which were in the 
Solomons and New Guinea area during the 
Guadalcanal Campaign but did not participate in 
any of the surface actions in Ironbottom Sound. 


Type Ship Name 

BB Hantna (Use Hiei or Kirishima) 
Kongo (Use Hiei or Kirishima) 
Ashigara (Use Myoko or Haguro) 
Maya (Use Atago, Chokai, orTakao) 
Naclii (Use Myoko or Haguro) 
Abukuma (Use Nagara)) 
Isuzu (Use Nagara) 
Naka (Use Jintsu) 
Natori (Use Nagara) 
Tatsuui (Use Tenryu) 
Yura (Use Nagara) 
Asashio (Asashio Class) 
Hayashio (Kagero Class) 
Maikaze (Kagero Class) 
Minegtano (Asashio Class) 
Nowake (Kagero Class) 
Oshio (Asashio Class) 
Tanikaze (Kagero Class) 
Tokitsakaze (Kagero Class) 
Yamagumo (Asashio Class) 
Yugumo (Kagero Class) 

To bring in temporary reinforcements, the 
Japanese must give up victory points to the 
American player. Use the following table. 

Ship Type Victory Points 









1 hope this expansion of the campaign rules 
gives players a better idea of what the Area 
Commanders had to deal with when conducting 
a campaign. I'm not claiming that this expansion 
is for everybody; most people will probably stay 
with the standard rules. But if you want to have 
more complexity and historical accuracy, then 
this is the campaign for you. 



The GENERAL will list any gaming convention in this column free of charge on a space- 
available basis, provided that we are notified at least six months in advance of the event date. 
Each listing must include the name, date, site and contact address for the convention. Addi- 
tional information of interest to our readership, such as tournaments using Avaion Hill/ 
Victory games, is solicited and will be printed if made available. The Avaion Hill Game 
Company does not necessarily attend or endorse these gatherings, nor do we guarantee that 
events using our titles will be held. Readers are urged to contact the listed source for further 
information before making plans to attend any of these events. 

JUNE 22-25 

This is the 2nd annual San Diego County Boardgame championships. Held at Game 
Towne in Carlsbad. Over 50 game tournaments, including a special D-Day tourney. For 
more information, write to: D-Day, Game Towne, 2933 Roosevelt, Carlsbad, CA 92008. 

JULY 13-16, 1995 

The convention will be held at the Pennsylvania Convention Center in Philadelphia, PA, 
Events include warganies, War Games College, the National Magic: The Gathering Tourna- 
ment, Roleplaying Games, Family Boardgames, a huge dealers room and much, much more. 
For registration information, write to: Origins '95, Andon Unlimited, Box 3100, Kent, OH 
44240. Please direct Email inquiries to: 

AUGUST 4-7, 1995 

Marriott's Hunt Valley Inn, Hunt Valley, Maryland. The fifth annual Avaion Hill champi- 
onships convention sponsored by Avaion Hill. Hundreds of AH games, dozens of tourna- 
ments. For information, call 1-800-999-3222, or write to: The Avaion Hill Game Company, 
4517 Harford Road, Baltimore, MD 21214. For hotel accommodations, call 1-800-228-9290 
or 1-800-WKND for the special AVALONCON room rates. 

AUGUST 10-13, 1995 

Join over 25,000 people at the GEN CON Game Fair August 10-13, 1995 in Milwaukee, Wl. 
This is the world's biggest multi-media game convention featuring four days of non-stop 
games and events. This includes 1,500 computer, military, role-playing, strategy, miniatures, 
virtual reality, video, arcade, board, and card games and events! Make plans to attend now! 
Fees for all four days are just $40, and advance registrations may be made for single days 
($ 10,00/day), For registration and discount hotel information, call (414) 248-3625, or fax 
(414) 248-0389, or write: GEN CON Game Fair, 20 J Sheridan Springs Road, Lake Geneva, 
WI 53147. 

AUGUST 25-27, 1995 

The Train Gamers Association presents Railcon '95. Held at the Sheraton Hotel west of Lake- 
wood, Colorado. The only convention dedicated solely to train gaming. Train gamers from 
the US, Canada, and Australia will compete in the invitational international Puffing Billy 
Championship and the Railcon '95 Open Puffing Billy Championship. Empire Builder, Euro- 
rails, 1 830, 1 8XX Variants, RAIL BARONS, and many others. No other convention will run 
as wide a variety of train games. Guest of honor will be Darwin Bromley. Pre-registration of 
$30 covers entrance fee and all event fees. For more information, contact the Train Gamers 
Association, P.O. Box 461072, Aurora, CO 80046-1072, or call (303) 680-7824. For special 
convention rates for rooms, call the Sheraton Hotel of Lakewood at (303) 987-2000. 

NOVEMBER 11-12, 1995 

The New Jersey ASL open, sponsored by the Central New Jersey ASL club. The Fall Clas- 
sic is a five round Swiss-Style tournament. All pre- registrants receive event patch and sce- 
nario list. Pre-registration is $10.00 by November 1: Saturday night dinner is $6.50 in 
advance. To register or for more information, contact Daniel Zucker, 416 Pleasant Ave., Pis- 
cataway, NJ 08854-1836, or call (908) 754-3358. 

A Few Corrections 

Congratulations on The GENERAL, Vol- 
ume 29, Number 5. The variety of articles 
made it one of the best in recent memory. 
Of course, since my article, "Walk a Mile 
for a Camel," was included, I'm a liiile 
biased. Concerning the article, ! would like 
to make two clarifications for the reader- 

1 . Under Optional Rule #8, a sentence erro- 
neously reads 1 805 "scenario." It should 
read 1 805 "campaign." 

2. The biography for History of the Ottoman 
Empire and Modern Turkey is incom- 
plete. The book was published by Cam- 
bridge University Press in 1976. 

Keep up die good work. Your tenure as 
editor is off to a good start. I look forward 
to more issues with such a diverse array of 

William Sari ego, Kentucky 

Politically Correct? 

I read Michael Anchors' article, "Native 
Policy in NEW WORLD" in Volume 29, 
Number 5 of The GENERAL with interest. In 
the second paragraph, the author expounds 
on the politically correct (or, as he puts it, 
politically-acceptable) phrase of "natives" 
used in the game. He then proceeds, six 
paragraphs later, to use the politically incor- 
rect term "Frogs" to refer to the French. I see 
that Mr. Anchors is familiar with the concept 
of political correctness, but neither he, nor 
the editor, use it. Please be more careful in 
the future. 

Daniel W. Farrow, Pennsylvania 

[Daniel: One thing you fail to show the 
readership is the use of the exclamation 
mark (!) at the end of the word frog 
(Frog!). Michael also uses the word 
"intrepid" to help qualify the use of the 
"politically" incorrect "Frog. " In my 
opinion, Michael is purposely violating 
the term, political correctness, for effect. 
An exclamation point in the middle of a 
sentence is not standard grammatical 
form, although it is acceptable for empha- 

Conspiracy — A Myth? 

Congratulations on your Volume 29, 
Number 5 issue, which was the most inter- 
esting of all Pve read to date. In particular. 
Greenwood et al.'s account of AvalonCon 
'94 fully captured the spirit of face-to-face 
competition, and it will encourage many to 
attend next year's event. It also supported 
my view that board gaming, as opposed to 
those games that are computer-based, will 
continue to assume an important role, espe- 
cially if the annual gathering is to retain 
some aspect of the human element. 

"Myths of the Pearl Harbor Attack" was 
also unique, with the added surprise that 
author Richman failed to disprove all the 
theories in his otherwise well done article. 
In fact, the author, by his own words, added 
credence to the "conspiracy" theory. If 
"there is little doubt that Roosevelt wanted 
the U.S. in the war...", as Richman said, 
then it is quite logical the U.S. would find a 
way to get our country involved. In any 
event, the issue was not so much of "con- 
spiracy" as "involvement," and Richman' s 
statement indicates there is more than suf- 
ficient grounds to believe Roosevelt 
encouraged a Japanese attack, somewhere! 
And as to the statement that Roosevelt was 
"as surprised as anyone else," the article 
provided insufficient evidence to confirm 
or speculate what Roosevelt, especially as a 
politician, was thinking. "So much for the 
conspiracy myth"? I don't think so! It's 
clear that the article is going to create even 
more discussion on this subject, if it hasn't 

Perhaps it would be appropriate for a 
future issue of The GENERAL to locate 
those researchers in the UK who several 
years ago announced they had secured 
documentation to show clear U.S. intent 
in the early days of the war. Unfortu- 
nately, little was heard in the news after 
their announcement. You may find they 
uncovered a bigger tiger than could be 
handled by the free press! 

Vincent Biancomano. New Jersey 

[Vincent: Are you suggesting another con- 
spiracy? Shh, there may be hugs under my 
desk! Just kidding, but thanks for your 
comments. I don 'i believe you 're alone in 
thinking that the myths are far from being 
resolved. But I'm of the opinion of why 
does it matter? I suppose you '11 find the 

truth of the I'eati Harbor attack next to a 
jelly dotutt and an autobiography titled, 
Why 1 Decided to Parade in Dallas. Some- 
times, it's better to just let things die.] 


Rank the Articles! 

Thank you for doing such a fine job of 
editing my article "Native Policy in THE 
NEW WORLD " in this last issue and fram- 
ing it so well with art work. There was a 
time when my articles would go in with 
egregious errors that weren't caught by the 
editor, e.g. one error apiece in each article 
of my trilogy on THIRD REICH (but then 
who can really learn that game — there tire 
so many rules). 

I personally regret that so much of The 
GENERAL now is taken up with articles on 
computer games and historical articles. 
Although I personally enjoyed the pieces 
on Pearl Harbor and Lafayette, there axe 
other books and magazines where I could 
read that stuff. But there is only one maga- 
zine devoted to AH games. Since so much 
of your 'zine must be taken up by articles 
plugging computer games and your newest 
releases (for $$ reasons), I wish that the 
remainder wotdd be packed with your best 
strategy articles on boardgantes. Such arti- 
cles are the reason 90+% of your sub- 
scribers pay their subscription fee. 

If you doubt what I say, I have a sug- 
gestion for you: ask yeur-readers what they 
would like to read. Ask them to rank the 
following in terms of preference: 

. strategy & tactics 
. series replays 
. game puzzles 
. intro. to new games 

. game variants 
. history 
. humor 
. philosophy 

I ranked these in order of my prefer- 
ence, greatest to least, but how would the 
readership rank them? 

Michael Anchors, Maryland 

]Okay, reader! Here '$ your chance to 
select your favorite article types. If you 
want to contribute your two cents, fill out 
Michael's chart and mail it in.] 


There's a tradition here on 
the Hill. Each year, a couple 
of us meet with local sports 

ms to replay the 64-team 
ment. We use this time to 
add new team cards to the 
game. Below are the 1 995 
NCAA final-four teams for 
play with the advanced rules: 
I hope you enjoy, and 
remember: Hoop and Harm! 

march madness 

(1995 NCAA Basketball Final-Four Teams) 

By Curtis Milburn 

The 1995 NCAA Basketball Championship 
Tournament had many interesting aspects 
that makes it an ideal replay for Avalon 
Hill's MARCH MADNESS. UCLA was attempt- 
ing to return to the glories of the past while 
Arkansas was trying to become only the second 
repeat champion in years. Michigan State's Jud 
Heathcote was coaching in his final tournament 
while Kentucky's Rick Pitino continued his 
search for a national title. When the Final Four 

convened in Seattle, UCLA found itself playing 
"Big Country" Reeves and Oklahoma State 
while Arkansas faced 1993 champion North 

Below are the advanced game ratings for 
each Final-Four Team using the suggestions 
made by Jim Burnett in The GENERAL (Vol. 
26, No. 4). I have also included the 1995 seed- 
ings for those interested in replaying the entire 
men's tournament. 



1995 | 

C George Zidek 

D | 

|LF EdO'Bannon 

B ! 

RF Charles O'Bannon 


d i 

1 LG Toby Bailey 

D | 

RG Tyus Edney 

c I 


B | 

JTeam Defense 

B | 

i Coach Jim Harrick 

4 ! 

I Bruins 

90 | 


j Oklahoma State 

1995 j 

| Arkansas 1995 i 

I C Bryant Reeves 

B ! 

I C Elmer Martin F j 

| LF Terry Collins 

E | 

| LF Corliss Williamson B j 

! RF Scott Pierce 


F ! 

| RF Scotty Thurman C j 

! LG Randy Rutherford 


LG Clint McDaniel D 

| RG Andre Owens 


RG Corey Beck E 

I Bench 

C ] 

Bench AA 

| Team Defense 


] Team Defense B ] 

Coach Jim Harrick 


Coach Nolan Richardson 4 j 



Razorbacks 92 

North Carolina 

1895 i 

I C Rasheed Wallace 

C ] 

j LF Jerry Stackhouse 

B j 

RF Dante Calabria 

D ! 

LG Donald Williams 


RG Jeff Mclnnis 




] Team Defense 

B | 

| Coach Dean Smith 

4 ! 

] Tarheels 






#1 —Wake Forest 

#1 —UCLA 

#1 — Kansas 

#1 — Kentucky 

#2 — Massachusetts 

#2 — Connecticut 

#2 — Arkansas 

#2 — North Carolina 

#3 — Villanova 

#3 —Maryland 

#3 —Purdue 

#3 — Michigan State 

#4 — Oklahoma State 

#4 —Utah 

#4 — Virginia 

#4 — Oklahoma 

#5 — Alabama 

#5 — Mississippi State 

#5 ■ — Arizona 

#5 — Arizona State 

#6 —Tulsa 

#6 — Oregon 

#6 - — Memphis 

#6 — Georgetown 

#7 — N. C Charlotte 

#7 — Cincinnati 

#7 — Syracuse 

#7 — Iowa State 

#8 — Minnesota 

#8 — Missouri 

#8 — W, Kentucky 

#8 — BYU 

#9 —St. Louis 

#9 — Indiana 

#9 — Michigan 

#9 — Tulane 

#10— Stanford 

#10— Temple 

#10 — Southern Illinois 

#10— Florida 

#1 1— Illinois 

#11 — Texas 

#11 — Louisville 

#11— Xavier 

# 1 2 — Pennsylvania 

#12— Santa Clara 

#12— Miami (Ohio) 

#12— Ball State 

#13— Drexel 

#13 — Long Beach 

#13— Nicholls State 

#13— Manhattan 

#14 — Old Dominion 

#14 — Gonzaga 

#14 — Wisconsin-Green Bay 

#14— Weber State 

#15— St. Peter's 

#15 — Tennessee-Chattanooga 

#15 — Texas Southern 

#15 — Murray State 

#16— North Carolina A&T 

#16— Florida Int. 

#16— Colgate 

#16— Mt. St. Mary's 


FTF opponents in N.E. Arkansas and 
S.E. Missouri area: ASL, SJW, WTP, 
and many more. Contact William 
Sanders, 9739 HWY 49 N., Brookland. 

AR 72417. 1,501} 935-8179. 

Opponents wanted! Adult gamers 
looking for FTF players in the Hope, 
Arkansas area. Contact Michael 
Marks. 1 103 S. F.lm. Hope, AR 71801. 


Really good ASL player lired ol" 
whimps who can't take losing. Ready 
for some real competition? See me! 
Contact Earl Ryan, P.O. Box 398, 

Corona, CA 91718. 

Opponent wanted for PBM WAT, WP. 
Contact John Phillips, 2780 Creston 
Drive, Los Angeles, CA 90068. (213) 


Unrated adult seeks FIT MBT. 
GUAD92. SJW, BKN, or others. 
PBM 1776, FE. Contact Charles 
Ryder, 448 Alegra Terrace, Milpitas, 

CA 95035, (408) 945-1450. 

Attention Denver Area Wargamers! 
The Colorado Commisars is looking 
for recruits to fill its ranks. Contact 
Scott Johnson, 2039 Shi I oh Dr., Castle 
Rock, CO 80104. (303) 660-2029. 
The CDD Medical Journal, a monthly 
gaming 'zine for the play of COLO- 
NIAL DIP, DIP, DIP variants, AC1V, 
PAX, and others. Free sample avail- 
able. Contact Thomas Pasko, 73 Wash- 
ington St., Bristol, CT 06010. (203) 


I'm tired of games sitting on shelf 
collecting dust. Need FTF opponent 
for ASL and others. I'm willing to 
travel. Contact Dean Le re rink, 13326 
Lee St. #7, Dade City, FL 33525- 

5109. (904) 523-2817. 

FTF opponents wanted in Tain pa Bay 
area interested in TPS, PPW. IDF, and 
other AH/VG titles. Please call. leave a 
message or write: Kosts K., 5241 Mer- 
lin Ct., Land O' Lakes, FI. 34639. (813) 


Look for some players of WWII navy, 
German surface raider actions. Send 
SASE to TRG 18022 U.S. 441 S., 

Micanopy, FL 32667. 

Retired war gamer has plenty ol lime 
to play FTF. Anyone in Palm Beach 
County interested? Contact Dave 

McFarland, (407) 622-3035. 

Send SASE for sample of Akrasia, a 
postal gaming 'zine for the play of 
DIP variants and other games and the 
exchange of different views. Contact 
Phil Reynolds, 2896 Oak St., Sara- 

sota, FL 34237. 

Looking for ASL opponents in Athens 
and Atlanta areas. Will travel reson- 
ably. Contact Christopher Spell. 600 
Riverbend Pkwy, #F-2, Athens, GA 
30605. (706) 546-8059. 
Come learn from some of the best in 
A3R, and more. Contact Louie Tokarz, 
5724 W. 106 St., Chicago Ridge. IL 


Unlimited CIV elevated from demo, to 
AvalonCon Tournament for '95. 2-3 
hour qualifying heats. '95 variant rules 
and designer notes free from G.M.: 
Jared Scarborough, RRI Box 160, 

Payson. IL 62360. 

ASL players wanted; will train quqli- 
fied wannabes. Will consider any East- 
ern Front games. Contact Kelly Bastin, 
1950 Payton Road. Martinsville. IN 


Experienced gamer seeks opponents in 
the Iowa City/Cedar Rapids area to 
play ASL. EIA. WSM. BR1, CIV, or 

Opponents Wanted 

others. Contact Randy Yates, 78 
Amhursl. Iowa City, IA 52245. (319) 


ASL Players Association of Kansas 
City — The Lead Hill Gang wants you. 
Contact Larry Maxwell. 1419E E, 125 
Terrace, Olative, KS 66061. (913) 829- 


Opponents wanted for PBM AK, 
BB91. TRC, A3R. 3R4, W&P. Area 
rated. Contact John Herrington, 109 
Whaley Lane, Nicholasville, KY 


[■'[ I- ASL wauled in New Orleans area. 
Contact Brvan Vieages, 77370 Pete 
Richardson Rd.. Bush. LA 70431. 
Need AREA rated PBliM opponents. 
WaW™ OC, ST. On-Line at CIS: 
72510,3215; GENIE: V. Alfonso. Con- 
tact Vincent Alfonso, 1605 Charlotte 
St., DeRidder. LA 70634. (318) 463- 


Westbank group looking tor 2 more 
players for multi-player games. We 
meet every other Wednesday, 
6:30PM-] 1:00PM. Contact Greg 
Schloesser, 3800 Brian! Drive, Mar- 
rero, LA 70072. (504) 347-7145. 
Interested and ignorant. Have few 
games, no one to play. Can you answer 
the call for help? Then please do. Con- 
tact Philip Sokolowski, 1003 Vander- 
wood Rd., Baltimore, MD 21228. 

Adult gamers wanted to join gaming 
club. We meet alternate Wednesdays at 
7:00 PM. We play TT. HWD, CIV, and 
many others. Contact Keith Levy, 73 10 
Kathydale Rd., Baltimore, MD 21207. 

(410) 653-2735. 

Avalon Hill Club being formed in Lau- 
rel, MD. Tournament AH games each 
Sal. as well as other AH game play. 
Interested? Write to: AH Club, 878 
Elmhurst Rd., Severn, MD 21 144. 
Attention! Avalon Hill gaming clubs in 
the VA, DC. and the MD areas. Possi- 
ble tournament AH games between 
clubs. Interested? Contact: AH Club. 
878 Elmhurst Road. Severn, MD 


FTF opponents wanted for A3R, EIA, 
BKN, ROR, Contact Michael Johnson, 
1414 Commonwealth Ave., Boston, 

MA 02166. (617)859-4818. 

Veteran gamer with free mornings 
looking for FTF ASL, A3R, SOJ oppo- 
nents. Contact Paul Sidhu, 60 
Wadsworth #22E, Cambridge, MA 


Battle Harden to Fanatic status with the 
Southern New England ASL Players 
Association. We meet most Saturdays, 
so call/write Vic Provost, 1454 
Northampton St.. Holyoke, MA 01040. 

[■'II- opponent wanted for ASL and 
UPF in greater Boston area, Contact 
John Winslow, 1 10 Pearson Road, 
Somerville, MA 02144. (617) 625- 


Thirteen year old looking for FTF 
ACV, ASA, SJW, HCR. Will learn 
any Civil War game. Contact John 
Hattrem. 1251 Kimberly Dr., Lansing, 
Ml 48912. (517) 372-3154. 
Opponents wanted for ROR, DIP, 
KM, 1 830. W&P; willing to 
play/learn others. Contact Chase 
Bramwell. 7 Heritage Lane, Fords, 
NJ 0S863. (909)750-8714. 

Join the Officers Club: A multi-player 
blind SL Campaign PBM. Also, BKB, 
M92, ASA, B9 1 , SOA. Contact LarTy 
Balawender. 608 Huff Ave., Manville, 

NJ 08835. 

The Jersey Association of Gamers 
(JAG) meets twice monthly. All types 
of games played, with emphasis on 
wargames and miniatures. Club 
newsletter and library available. Con- 
tact Keith MacFarland (President), 80 
E. Prospect St. Apt. 2, Waldwick, NJ 

07463.(201)612-941 1. 

I've just relocated to Santa Fe, New 
Mexico. Opponents wanted for PBM 
or FTF for CD. EIA, PB, PL, SST, 
SOA, TPS. WRAS. Contact Tom Hast- 
ings, 663 Washington, Ave. #48. Santa 
Fe, NM 87501. (505) 988-4056. 
Wanted: Adult earners for P7B, PZL, 
UPF, WSM, ASL. Prefer PBM where 
applicable, but FTF ok. Contact Tom 
Reed, 23 Division St., Baldwinsvulle, 

NY 13027. __ 

The Metropolitan Wargamers, Inc., 
New York's foremost game club 
invites you to our spacious loft, with 
facilities and members to play any 
game, anytime. Conveniently located 
in Brooklyn with ample parking and 
access to public transportation. Key 
members enjoy 24 hour access. Minia- 
tures and boardgames. Contact Joe 
Brophv at t -800-683- 1 1 11 (day time), 
or Bill' Ch in at (2 1 2) 6 28-6609. 
Wanted: Rated/Unrated players KB 
and other games PBM, Contact James 
G. Grotto, 317 Amber St., Brooklyn, 
NY 11208, (718) 348-0211. Leave 
message on machine; will answer. 
Queens resident looking lor NYC area 
opponents for serious, FIT FL. AF, 
UP, WSM, RW, and other games. 
Adults, please. Contact David Angus. 
98-17 H.H. Expressway, #8-C. Corona, 
NY 11368.(718)271 -4428. 
PBM raled/unraied GBG83 (including 
optional rules as per GENERAL 29-4), 
PBM AK, BB9I, FTF ASA. Contact 
Willie Voll, 2810 Moreland St., York- 
town Heights, NY 10598. (914) 245- 

35-year old with 1 7 years experience. 
Not rated, looking for FTF or PBM for 
SL, COI, COD, GL Contact Kenny 
Smith, P.O. Box 7, Barium Springs, 
NC 28010, 

Looking for FTF opponents for ASL. 
Call after 5 PM. Contact David 
Stephens. Rt. 1 Box 39A, East Bend, 

NC 27018. (910) 699-8647. 

Atlention Warriors! Become a com- 
mander in some of the most important 
battles in history. loin the only 
wargaming club in Bismark, North 
Dakota. Contact Kevin Kiconas. P.O. 
Box 1037, Bismark. ND 58501. (701) 


Adult gamers wanted for FTF in PZN, 
PZL, RF, TRC, TPS, and many more. 
Contact Keith Althouse, 519 Bicker 
Drive. Hamburg PA 19526. (610) 562- 


FTF GE88, FT, 3R in own home or 
Spring City area. Can't travel too far. 
Contact Mark R. Rogers, 273 Broad 
St. Apt. 3, Spring City, PA 19475. 
(610) 948-0336, 

PBM multi-player TCA game mod 
rules and units. Excellent system. 
Unusual opportunity. Contact Mike 

Combs. 1927 Lorick St., Cayce, SC 

29033. iKlOl 939-01 16. 
New house with huge basement only 
lacks FTF gamers. Own over 20 AH 
games. Contact Hank Burkhalter, 
1314 Miriah Dr., NcMinnville. TN 

37110. (615) 668- 8706. 

Hello Rio Grande Valley gamers! 
ASL and WSM FTF opponents 
wanted. Also play other games. Con- 
tact John Garlic, 4402 Classoek #518. 
Harlingen, TX 78550. (210) 412- 


Interested in multi-player PBM 
games? Pontevedria is a listing of 
'zines and GMs in North America. 
Send SASE for a sample issue to: W. 
Andrew York, P.O. Box 2307, Uni- 
versal City, TX 78 148-1307. 
Richmond area gaming enthusiasts 
(RAGE) meets regularly for TAHGC. 
miniature, and hoardgaming. Contact 
Gerry Germond 5333K Huntmaster 
Dr., Midlothian, VA 23 1 1 2. (804) 744- 


Virginia Beach area: I play WSM, 
GE, CAE, DEV. Also need additional 
players for weekly 1 830 game. Con- 
tact Mark B., 521 Springlake Cr. 
#101, Virginia Beach. VA 23451. 


Wanted: Basic to intermediate any 
naval game. Plus. TAC2, AK, BB*, 
DD. Contact Dave Brosnan, P.O. Bos 
1 65 I . Yelm. WA 98597. 
Experienced ASL player seeking FIT 
ASLers in the mad city. Contact Greg 
Bamess, 4403 Crescent Road #2, 
Madison, Wl 5371 1. (608) 274-2682. 
ASL opponents wanted FTF, I espe- 
cially enjoy designing and playing 
DYO scenarios. Contact Harold 
Moye, P.O. Box 428, Pinedale, WY 


PBM AREA opponents wanted for FE; 
AH1KS welcome. AREA Rating 1800 
(verified). Contact Major Terence 
Zuber, Box R #1 , Unit 26224, APO AE 


Any other ASL players here in Korea'.' 
Please give me a call at 736-8175 or 
753-3942. Contact Jeffrey H. Musk, 
52nd Ord Co.. Unit #15230. APO AP 


Looking for people to play BP by mail. 
I'm a beginner, but will play ait oppo- 
nent. Contact Sandy Ardern. RR #5, 
Shawville, QUE. Canada JOX2Y0. 


After 15 years of gaming, new PBM 
opponents wanted: SL, COI. AFK, 
D77, TRC, PZL, BL. New to ASL. 
Serious, reliable adults only. Contact 
Richard Van Vtigt, P.O. Box G2345, 

Amsterdam H olland IQg o AH. 

Stand by players for PBM PXB. Con- 
tact Kevin Burnd La Kasa Inoue 
#105/Wahara 144-3, Minami 
Ashigara, Kanagawa 250-01. 0465- 


Experienced ASL player, beginner 
A3R, seeks FTF/PBM opponents. 
Speak English/Spanish. Contact 

Richard Garcia, Canovas Del Castillo 

5. Malaga, Spain 29016. 

BKN or E-Mail: Rated or not Com- 
puServe: 100431, 70. Contact Murray 
Cowles, 6 Chafford Gardens, West 
Horndon, ESSEX UK. CMI3 3NJ. 

(0277-8 11540), 

Help! Opponents wanted for PBEM: 
OC, FC2, and WaW™ ST. Coniacl 
Steven Gerlsch, Fed. of Germany. 
CompuServe: 100344.3033. 


A Programmed Instruction Approach 

ASL Annual* 90 is out of print. We believe the rea- 
son for this is tite article below, which lists the rules 
you must know and when. A number of people have 
asked US to reprint that issue, but we haven't had 
enough response to justify a reprint — yet. So, in the 
interim, we can use this publication to offer those arti- 
cles most wanted from that Annua]. 

While Mr. Stahler's article is bent on moving 
SQUAD LEADER aficionados to the ADVANCED 
SQUAD LEADER system, his information is vital to 
anyone wanting a more concise approach to the ASL 
system, new or old players. Even I have taken on the 
mammoth task of learning the system front to back. 
Chapter K gave me a little insight, but I have a feeling 
I'm in for quite a ride. But I'm up to the challenge. So, 
here's Mr. Stahler's article, reprinted here in its 
entirety from ASL Annual '90, 

In the beginning, there was SQUAD LEADER. 
fourteen years ago I was a playtester for the origi- 
nal game, way back in 1976. After reading the 
rules for the first scenario, 1 thought that this was too 
complex a game system, and that it would never catch 
on. I admit I was wrong. It did catch on- — and in a big 
way. SQUAD LEADER went on to be one of the most 
popular and successful titles in the history of wargam- 
ing. Part of the reason for this success lies in the "Pro- 
grammed Instruction" format of the rules, which made 
the system accessible for most wargamers. The novice 
SL player could absorb the large mass of detail in 1 2 
scenario-sized bits. Then along came CROSS OF 
VICTORY, which expanded and refined the original 
game system. All the gametics continued the Pro- 
grammed Instruction format of die rules, giving play- 
ers a total of 47 small, bite-sized chunks which, when 
all taken together, added up to a nearly indigestible 

While ideal for learning an innovative new game 
system, the Programmed Instruction format is less 
man ideal for reference when you have to search the 
ratebook hunting for that elusive rule. Out of SQUAD 
with its comprehensive rulebook designed as a refer- 
ence to all the updated rules in the ASL system. With 
its use of color, cross-references and superb glos- 
sary/index, it is the best reference that I have seen, of 
any type. However, the problem with the reference 
formal is that it made it difficult to learn ASL; in fact, 
it is a lot like taking a drink of water from a fire hose 
running at full blast. Luckily, most of the ASL rules 
deal with specific terrain units, weapons and circum- 
stances that don't appear in many scenarios. It is pos- 
sible to master the system by just reading the rules 
needed for the next scenario, and playing the scenarios 
in order of difficulty. This is the approach that this 
article will take: how to learn to play ASL (in only 
eight easy lessons). 

This article makes use of the first five scenarios 
from the original SQUAD LEADER as updated in The 
GENERAL (Vol. 22. No. 6 and Vol. 23, No. 2), the ten 
scenarios published in BEYOND VALOR and the eight 
scenarios found in PARATROOPER. The PARA sce- 
narios require the counters and Board 24 that come 
with that module, plus Boards 1-4 (which were 
included with SL). These four boards arc also required 
for the five updated scenarios, along with the counters 
from BEYOND VALOR. The first ASL module itself 

By Jim Sfahler 

contains all the counters and boards needed for its ten 
scenarios (except Tor Board 8, originally in CI, which 
is required for two of the scenarios). And, of course, 
you must have the ASL Rulebook at hand. 

1 recommend this Programmed Instruction 
approach to anyone seeking to move from SL to ASL, 
whether they have played just SQUAD 1JHADER or 
kept up with the system all the way through Gl. Even 
if learning ASL from scratch, it is a useful method 
although I'd heartily recommend first approaching the 
system by reading Chapter K (the "Squad Leader 
Training Manual" found in PARATROOPER) which 1 
authored. Veteran SLers be warned: even though ASL 
evolved out of SL, and despite a strong family resem- 
blance, there are major alterations and innovations 
throughout. Everyone meeting the ASL system is in for 
a lot of surprises, so read every rule carefully. 


The Basic Infantry System 

We start widi that familiar first scenario from 
SQUAD LEADER. "The Guards Counterattack", as 
updated into ASL Scenario I in The GENERAL It is 
short, straightforward, and fun. It is the first scenario 
that I played as a playtester for SL, and the first sce- 
nario that I played using the new ASL rules. It is, in 
fact, the first scenario thai most of us played way back 
when, and 1 think lhat much of SL's popularity arose 
from this simple scenario getting people hooked on the 
tactical system. 

It uses only half of Board 1, having only four types 
of terrain with which to be concerned: open ground, 
roads, woods and buildings. It introduces the basic 
infantry units: squads, leaders and tnachinegtms 
(although half-squads may appear during play as a 
result of casualties). 

I am purposely keeping this first lesson as easy as 
possible by temporarily ignoring some of the com- 
plexities introduced in ASL but it remains the biggest 
chunk of rules to digest at one sitting. Even if you are 
a SQUAD LEADER expert, 1 suggest that you first 
read all the rules sections listed below. Much is famil- 
iar, but much has been changed. Then play the sce- 
nario, read the rules sections again (the rules will now 
make more sense, and you may note a few things that 
you did wrong the first time), switch sides, and play 
the scenario one more time. Then it is time to move on. 
1 also strongly recommend that you really do skip the 
rules sections not mentioned or lhat i ask you to pass 
over: there is plenty to learn in Lesson 1 without being 

Start with the following rules: 


See what Don Greenwood has to say about his creation. 


These arc general rules about Ihc game with a few new concepts and n 
few old ones. Skip A.6. which refers to Depressions not found oil Board 
It A. 14, which is nol needed until vehicles are introduced much further 
down the road: A. loand A. IS, which only apply to rules which wojtT 
be introduced until later. SQUAD LEADER players will note that A.7. 
A.H, A.9. A. 1 1 stud A- l.^i introduce new terms and concepts. 

Al.l-1 .5 

Meet the troop* ■ Squads and leaders are familiar from SQUAD tJCADEIi. 
Heroes were Introduced in COD. but the scouts arc gone. Half-squads 
first came with Gl. Skip I.I 23 since crews won'l make their debut for 
awhile, arid skip 1 .3 1-32 to keep things simple in this first lesson. 

A 2, 1-2.3; A2.8-2.U 

Tfril section introduces you to lite munboard. Skip the sections relating 
to mapboard entry, exit and overlays — none of which apply to Scenario 
A. Rule A2.S brings an important ASL concept. And, regarding 2.0. to 
keep things simple squads may nol he deployed in Lesson I. 


The Basic Sequence til Play is virtually Ihe same as that in SQUAD 
HEADER, but pay attention to the abbreviations and to the Movement 
and Defensive Fire phases. These reflect the biggest changes from the 
original SL system. No longer is there any tracking of moving units. 
Infantry is fired upon as it moves. Ihc same as vehicles always were. 


Infanrry movement is about the same as in SQUAD LEADER, 1 am skip- 
ping many of Ihc sections that add detail to Ihc infantry movement sys- 
tem. Wc will experience litem in the next lesson, 


Enemy units siiil block movement. Ignore the exceptions for now. 


"The "Mechanics of Movement" are the same as in SQUAO LEAVER, but 
spelled out more precisely here. 


Portage and possession of suppott weapons. This is a refinement of the 
rules introduced in Gl. 


The movement modifiers 10 Defensive Fire replace the old — 2 DRM for 
moving in open ground- Assault Movement was first introduced in Gl, 


Advance Phase. Note thai units no longer can advance inlo a building 
and ilien upstairs in one bound. Skip A4.7I since there is no amtor in 
sight yet, and A4.72 because Board I has no Difficult Tcrmin. 

AS.l-S.ll; AS.4S.5 

Stacking limits are virtually the same as in SQUAD LEADER, Over- 
stacking is now allowed, however, but with a penalty imposed. 

Afi.l-li.ll; AS.2; A6.6 

The Line of Sight I LOS) rules are die Sami: as in Ilia original system. For 

this first lesson, alt buildings will be treated as having a ground level 

only, so you can ignore references lo Blind Hexes. Board 1 has no half- 

level obstacles, depressions, or any terrain lhat provides for LOS Hin- 



Fire attacks should be familiar to any who have played SQUAD 
LEADER. Skip A7.2I I and 7.307-.3O9 since Ihere arc no vehicles intro- 
duced yet. To keep things relatively simple, I am shipping many of the 
lire attack options here and in the next rules section. Don't worry: we 
will gel to Ihcm in Lesson 2. Note that Opportunity Fire and Pin Task 
Checks arc ASL innovations. 


Support weapon a sage is slightly different from what you may be used 


Target determination is Ihc same as in SQUAD LEADER. 

A7.5; A7.52-7.531-A7.S5 

These rules all concern Fire Groups. 


TEM and LOS Hindrances. TEM is the same as in Si. but LOS Hin- 
drance is a new concept that will be important in future lessons: since n 
figures prominently and is an adjunct of TEM, you may as well assimi. 
late it now, 

A7.S-7.S1; A7.K3-7.831 

"Pinning" was introduced with COt. This is expanded upon now with Ihe 

possibility of a Pin Task Check (PTC) on the IFT- 


The w-ay we handle Firsi Fire is the most important single major change 
in ASL This section will have the biggest effect on play of all the devi- 
ations from SL 

AK.2-8.221; AS.23: A8.2* 
Residual Fire is brand new with ASL 


Subsequent First Fire, Final Protective Fire, and Final Fire complete the 
new First Fire rules. This is undoubtedly the most complex, innovative, 
and important section in Lesson 1. It is worth a second reading, and earc- 
fut examination of the examples. 


Machineguns have multiple Rates of Fire tROFt, which replaces the old 
Penetnilion rules from SL Machine-guns seem lo keep on tiling forever 
in ASL 


Sustained Fire goes hand-in-hand with the Fiist Fire rules found in AS. 

This is very different from "Sustained Fire" in COl and Gl. 

(Continued on page 42) 


Train. Trai 


Preview of 1830 

for the 

Personal Computer 

By Robert Waters 

The first time I played 1830 {the 
boardgame), I was beaten thoroughly. 
Being a money game, and not being very 
good with cash, what could you expect? Every 
time I bought a train, it went obsolete; every 
time I bought stock, it went belly up. So, when I 
was asked to participate in the production of 
1830 for the PC, I accepted gracefully; not 
because I'm good ai the game, but because Of 
my desire to be something I'm not: a financial 
genius. 1830 gives me diat opportunity, if only 
for a short time. 

If you're familiar with the boardgame, this 
computer version will suit you well. With the 
exception of a few small changes (to accommo- 
date programming), the mechanics of the game 
are the same. The beauty here, however, is that 
you don't have to keep up with all those paper 
certificates and cash, and whatever else you 
have to keep up with during play. The computer 
does all the tedious work for you. The computer 
will even run your trains; you don't have to sit 
there and glean over the game map trying to find 
the best routes. All you have to do is sit back and 
wait your turn. J830 is not a train game where 
"micro -management" rules the hour (unlike 
other computer rail games on the market). You 
have one basic goal: Make more money than 
your rivals. 

As a player of 1830, you play dual roles: an 
independent Entrepreneur fa Baron) and Rail- 
road Corporation President. This dual role is 
tough to balance. To win the game, you must be 
the richest "Baron" at the end of play. To earn 
money as a Baron, yoti must become President 
of one or more of the Railroad Corporations. As 
President, you must decide to pay out dividends 
earned by your Corporation or withhold the 
earnings. If you pay out, you (the Baron) will 
earn money necessary to win. If you withhold, 
you will deprive yourself and other shareholders 
cash needed to win. But sometimes you must 
withhold to further the success of the Corpora- 
tion. It's a tough decision, and this electronic 
version of 1830 juggles the dichotomy beauti- 


Like most computer games, 1830 opens with 
an Initial Options Screen: 


On this screen, you will choose one of six options displayed on the right of the train. Naturally, 
if this is your first game, you'll select NEW GAME. The game moves to the Baron Gallery. 


Look at these guys! What did their momma feed them for breakfast? Gold Bullion? 


Ploy Level 

One of these proud cutthroat capitalists will represent you during play. I recommend choosing the 
one you resemble the most. I prefer Gould myself. I don't look like him, but I once heard he cheated 
his own mother in a Real Estate deal. This is the kind of capitalist you can send Christmas Cards, But 
before choosing your alter ego, you must set the play difficulty level and custom options. 


There are four play difficulty levels to choose from: EASY, AVERAGE, HARD, HARDEST. 
Game play isn't effected by level, save that your computer opponents arc much, much more difficult 
to beat at the higher level. You must also choose the number of opponents to play against. You can 
choose up to five opponents. Once you've selected the play difficulty level and number of opponents, 
you must select a Baron to represent you during play. This is quite easy — simply move the mouse 
arrow over a portrait, click the left mouse button once, and rename the Baron. Once this is completed, 
the game will officially begin by moving to the purchase of Private Companies. 


There are two business entities in 1830: Private Companies and Railroad Corporations. During 
this portion of the game, each Baron in play will buy Private Companies. Historically, the Private 
Companies were the predecessors to the major Railroad Corporations. Before the game moves any 
further, all Private Companies must be acquired. 






they pay 
owner each 


Schuylkill II 
Valley | 

$5Q Be'je niiElfSi 

( C&svttvplsiin & 
u$iin jtiH«imit{lGi | 


MoKawJc a 

tug HE<iMUEtan 

StEBit Kruenui-SBB 

Baltimore j 


Your goal then is to acquire those Private Companies that best fit within your ultimate play 
strategy. Each Private Company has a Revenue Value. At the beginning of each Operating Round, 
all Private Companies will operate and pay their owners that revenue. As you can see, the Balti- 
more & Ohio Private Company pays the highest revenue; the Schuylkill Valley the lowest. In 
addition to paying revenues, many of the Private Companies offer their owners play benefits dur- 
ing the Stock or Operating Rounds. For example, the Baron who purchases the Mohawk & Hud- 
son can close the M&H during his Turn of the Stock Round and receive one share of the New 
York Central Railroad (NYC). So, if you're interested in becoming the President of the NYC, you 
might consider trying to acquire the M&H Private Company, Why would I want to become Pres- 
ident of the NYC, you ask? Well, read on. 


After all Private Companies are acquired, the game moves to the Stock Screen and the first 
Stock Round: 

White valued 
Brown valued 
Orange valued 

Yellow valued 




(representing one 

or two shares of 


Par value 

As 1830 is a money game, how could the stock market be ignored? Well, it wasn't. What better 
way for the inspiring capitalist to earn money than to buy and sell stock in the eight major Railroad 
Corporations represented in the game? During a Stock Round, you will buy and sell stock in an 
attempt to (1) affect the value of the slock on the stock market, (2) control the most valuable stock 
and thus increase your personal wealth, and (3) buy enough stock in one or more Railroad Corpora- 
tions to become their President. By becoming their President, you conduct their business, and thus 
earn revenue for yourself (the Baron) and for the Corporation. Sound simple? It's not. 

i |i !i 


, -^jr 

b + o: 

A Railroad Corporation 
is "floated" (i.e., it can 
begin operating) as soon 
as six shares (60% of the Corporation) of its 
stock have been purchased. To become Presi- 
dent of a Corporation, you must own the Presi- 
dent's Certificate (the 20% share) and more 
shares of that stock than any other Baron. The 
first share purchased from a Corporation is its 
President's Certificate. When you purchase this 
certificate, you'll be asked to set the "Par" value 
of that stock. 



The purchase 

cast far all 

shares from 



section of 

Stock Screen 

The Par Value is important, because this 
determines where the Corporation's stock token 
begins on the stock market screen. The higher the 
"Par" Value, the more valuable the stock. How- 
ever, as the game progresses, the value of the 
stock will be determined by its buy/sell rate. The 
more stock purchased in a Corporation means 
the closer lhat Corporation comes to operating; 
the more stock sold in that Corporation means 
the closer that Corporation comes to economic 
hardship. If you're sitting on a load of stock with 
a very low value, you won't earn much money 
(for yourself and the Corporation). This is where 
the competition in 1830 excels. The computer 
Barons are ruthless; it takes all of your skill as a 
strategy gamer to even keep up with their play 
tactics. I can't tell you how many games I've 
played where I've been on the receiving end of 
a stock dump. Wcstinghouse or Vandcrbilt 
dumps all the certificates of a Corporation I con- 
trol and force its market value to plummet. 
When that happens, you know it's going to be a 
tough game. I've played games of 1830 where I 
was completely taken out of commission. Dur- 
ing a game on the HARDEST level, for exam- 
ple, I floated the NYC with the hopes of winning 
(how presumptuous!). The NYC is a really good 
company to control, especially during the latter 
stages of the game. Everything was going 
smoothly, cash was coming in, dollar signs 
flashed before my eyes. Then, Huntington 
decides to dump all his shares of NYC, driving 
the value down to $50 a share. My wallet 
dropped out of my back pocket, and I finished a 
cool fourth in a 4-Baron game. 

(Continued on pg. 57) 



Attacking Natives: Rale 8.31 in HIT Mid re-analyzed 

By John David Gait and Robert Waters 

One of the toughest things I've encoun- 
tered during my tenure as editor is 
deciding whether to comment or not to 
comment. By this I mean — whether to recognize 
a flaw in logic of an article or whether to just let 
the author speak his mind, right or wrong. Aris- 
totle believed that every writer has his own per- 
sonal voice (his "ethos") and projects that ethos 
into his writing. Every writer has a right to his 
own voice. I've always believed this and have 
tried to keep my personal prejudices or beliefs 
out of the articles. I've taken some flak for that 
from readers who "expect" me to find every lit- 
tle questionable argument in an article and react 
to it. I try hard to catch the flaws, but I find it dif- 
ficult sometimes when faced with so many titles 
and so many miniscule bits of data. But 1 con- 
tinue to improve with each day. 

On January 19, 1995, I received an E-Mail 
letter from a John David Gait, a gamer and fan 

of NEW WORLD. His letter addressed a portion 
of Michael Anchors' article "Native Policy in 
NEW WORLD" printed in Volume 29, No. 5 of 
The GENERAL. This is the letter in its entirety: 

"Michael Anchors ' article has some inter- 
esting things to say about strategy, but he has 
made a fundamental error in interpretation of 
the rules. His flat statement, "The number of 
soldier casualties equals half the number 
engaged, " assumes that once you declare an 
attack with a given number of soldiers, you 
must roll a die for each of them (and take the 
chance that they die) even if you have already 
killed all of the opposing force. This is not 
true. 1 a note from rule 8.31: "The battle con- 
tinues until each attacking unit has rolled or 
all defending units have been eliminated." 

This correction sounds minor, but in fact it 
blows away Anchors' "Rule of Two" and some 
of his strategy ideas. Here are the correct tables. 

Table It Expected number of NATIVES killed when soldiers attack natives. 

No. of 



Number of Soldiers Attacking 








2.621 1 



1.7996 2.3978 2.9911 3.5722 4.1298 4.6502 
1.2000 1.7999 2.3995 2.9975 3.5912 4.1746 4.7390 

Table 1.5: Expected number of SOLDIERS killed when soldiers attack natives. 

No. of 




Number of Soldiers Attacking 





1 .9998 







Table 2: Expected Cost Per Native Killed (at $13.25 per soldier killed). 

No. of 





Number of Soldiers Attacking 


1 1 .04 




1 1 .50 




1 1 .07 

1 I. US 

NOTE: These charts are exactly as John supplied them to me. Tables 2 & 3 are, in my opinion, the 
most important for the discussion. 

Notice that: 

a) The highest cost per kill is one soldier 
($I3.25-Table 2): the lowest is 5/6 of a sol- 
dier. The difference is that, with one native, a 
soldier who rolls a 6 won 't get a chance to 
kill more than one; while in the lower left cor- 
ner, where you're very unlikely to kilt all the 
natives, a soldier who rolls a 6 will nearly 
always get the full benefit of it. (5/6 is actu- 
ally a theoretical limit, and is approached 
within five decimal places but not reached.) 

b) To minimize the cost per kill, only one soldier 
should be used, unless there is only one 
native, in which case it does not matter how 
many soldiers you use. The "rule of two" is 
all wrong. 

c) Since the range of cost-per-kill values is so 
narrow, it is usually not as important as 
other factors (such as the chance of Native 
Uprisings) when you are deciding whether 
and how to attack. The corrected Table 3 on 
page 23 shows an example of this. 

This agrees with Anchors ' other main point, 
that attacking natives will, on average, lose 
money on that turn: but it shows that attacking 
with one soldier gives you the best chance of 
political control. 

Note also the effect of small changes: If you 
started with two or four soldiers, then attacking 
with even one soldier might cause greater losses 
to uprisings, because losing one soldier would 
cause a column shift on the Native Uprising Table. 
On the other hand, if you started with more or 
fewer colonists (so that losing PC is less likely), 
then attacking does not cost you as much. 

.Attacking natives can pay. but only if you can 
count on keeping the area for at least three 
turns; I would not try it in an area someone else 
may attack. For this reason, it's worthwhile 
keeping the peace with your neighbors, or set- 
tling inland and hard-to-reach areas. " 

John's interpretation of Rule 8.31 is, I'm 
sure, the most widely accepted interpretation by 
most NWD players. Even I've played the game 
that way. If so, one can argue that — based on 
this interpretation — Michael Anchors" argument 
is false (as John suggests). So, why wasn't this 
"obvious" flaw in Michael's interpretation iden- 
tified and corrected? Well, let's look at rule 8.31 
in its entirety: 

8.31 RESOLUTION: The attacking player 
specifies how many of his Soldiers are partic- 
ipating. If he wants any Prospectors in the Area 
to attack also, he must flip them to their Soldier 
side. Regardless of the outcome of the battle, 
they may not prospect in the next Discovery 
Phase (4.32), although they may still take pos- 
session of a captured mine. Soldiers of the 
attacking player in the same Area who were not 
part of the attacking force, may move onto any 
vacated mines as Prospectors. He then rolls a 
die for the first attacking Soldier. If he rolls an 
ODD number, the attacking Soldier is elimi- 
nated. If he rolls an EVEN number, a defending 
Soldier is eliminated. If he rolls a "6," not only 
is a defender eliminated but that attacking Sol- 
dier may immediately roll again — this lime 

Table 3. Expected Results of Attack Options in the New England Example, 

(Assumes that it is an 

early turn (Rl, PC20) and 

you don't 

already have Political Control of the area.) 

Profit = 

Number of 

Battle Loss 


Survival Loss Chance of 

Income minus 



Lost in 

(Colonists/ Political 

Cost of Lost 




Soldiers) Control 


0.0000 / 0.0000 


0.3333 / 0.3333 0.4444 



0.5000 / 0.5833 


0.3333 / 0.3333 0.4506 



0.9583 / 1 .0833 


0.3218/0.3391 0.4306 



1.2918/ L.4375 


0.3316/0.2977 0.431 


ignoring any ODD die rolls. If the attacker again 
rolls a "6." he may attack yet again, and so on 
until he fails to roll a "6." The battle continues 
until each attacking unit has rolled or all defend- 
ing units have been eliminated. The attacker 
cannot cancel an attack prior to its conclu- 
sion, no matter how badly it goes, unless the 
defender agrees. 

The sentences I've highlighted are those I 
want to discuss. These sentences were the key to 
Michael's article and his interpretation, as well 
as my decision to leave Michael's interpretation 
alone. Let's analyze the rhetoric of this rule and 
see the conflict: 

The first sentence sets the precedence: "The 
attacking player specifies how many of his Sol- 
diers are participating." Immediately, I'm led to 
believe that the number of soldiers I do commit to 
the battle are EM THE BATTLE, and that if I 
bring them in, they must participate. This falls 
right in line with Michael's statement that all sol- 
diers must roll in the attack. John's interpretation 
implies that the attacking player is allowed to stop: 
"The battle continues until each attacking unit has 
rolled or all defending units have been elimi- 
nated?' His argument is based on the either/or 
construct, implying that the attacker can stop 
when the defenders are killed. His interpretation 
of "of" is sound, but there are too many conflict- 
ing statements in the rule that confuse the issue. 

Later in the rule, there is this statement: "He 
then rolls a die for the first attacking Soldier." 
There is no "literal" interpretation that can be 
rendered from this statement. What exactly is 
the sentence saying? By saying first. I immedi- 
ately assume that more attacks MUST follow 
(regardless of the outcome of the battle). This 
really confuses the statement John quotes 
because if the player can stop the attack, why 
wasn't there a qualifying statement along these 
lines immediately afterwards: "He then rolls a 
die for the first attacking Soldier and so on; as 
soon as these attacks eliminate the defenderfs) in 
the space, the battle is over." This would have 
clearly qualified and confirmed John's argu- 
ment. But no, what happens is that three sen- 
tences fall between this statement and the one 
John quotes (which, in my opinion, was a rhetor- 
ical flaw that allows the confusion to build). 

The last sentence in the rule, however, is the 
nail in the coffin: "The attacker cannot cancel 
an attack prior to its conclusion, no matter how 
badly it goes, unless the defender agrees." 
Again, 1 interpret this to mean that the attacker 

MUST roll for all Soldiers that he brought into 
the battle. I mean, how can the rules say "no 
matter how badly it goes..." and in the previous 
sentence state what John bases the whole rule 
on? I'm not criticizing his interpretation, but 
this statement flies in the face of reason. "The 
attacker cannot cancel an attack prior to its con- 
clusion." How should we interpret the word 
"attack"? If we define "attack" as the whole 
attack of all units participating, then the state- 
ment, "cannot cancel the attack" means that all 
Soldiers must roll, even if the defender has been 
eliminated. If we accept the notion that all Sol- 
diers in the battle comprise "the attack," the 
attack must be completed, which means, again, 
that all Soldiers must roll and risk elimination. 
If we interpret that statement as such, then we 
believe that the statement John quotes is false; 
or. in the least, open for personal interpretation. 

Another thing that helps force varying inter- 
pretations is the fact (hat Rule 8.33 is tOO brief. 
Combat versus Natives is virtually the same as 
against other players, but the rule makes the dis- 
tinction that the Natives can't retreat. To tell the 
truth. I think that rule is poor. It's an obvious 
game mechanic that allows the wholesale 
slaughter of the native population, but to tell me 
that the Indians can't retreat, again, Hies in the 
face of reason. On one hand, the rule is saying 
that the mechanical nature of battle against 
natives is exactly the same as battles against 
other European countries. And on the other 
hand, it's saying they are different. But are they 
really? The ODD/EVEN rule implies to both. 
Now, you may argue that the ODD/EVEN rule 
(a rule that implies simultaneous combat) takes 
into account the "give and take" in a battle, but 
the rule of "6= reroll" gives the attacker a dis- 
tinct advantage in combat. Why, then, can we 
not counter this rule by forcing all Soldiers 
brought into a battle to stand in the firing line? I 
believe that the rhetoric of the rule allows for 
that interpretation. 

I do not believe that Rule 8,31 allows such 
an iron clad interpretation as John suggests. 
There are loo many other statements in the para- 
graph that conflict with his quoted line. But, 1 
humbly accept his interpretation as his, (as I 
accept Mr. Anchors' interpretation as his), I've 
played NEW WORLD many times, and each 
time I play it, I find another interpretation of the 
rule that I hadn't thought of before. It's one hell 
of a great game! 


GENERAL Scenarios for ASL 

The following are all ASL scenarios 


have appeared in the pages (usually 

an the 

insert) of The GENERAL to date. 30-1 Scenar- 

ios aren't J 






The Guards Counterattack 



The Tractor Works 



The Streets of Stalingrad 



The Hedgehog of Piepsk 



Hill 62! 



The Paw of the Tiger 



Hube's Pocket 



Escape from Velikiye Luki 



Buchhotz Station 



The Bitche Salient 



The Cannes Strongpoint 



Hitdorf on the Rhine 



First Crisis at AG North 



Soldiers of Destruction 



The St. Goar Assault 



The Road to Wiltz 



Land Leviathans 






The Whirlwind 



Pavlov's House 


GEN-G 1 

Thnoshenko's Attack 



Last Act in Lorraine 



The Forgotten Front 



First Action 



Six Came Back 



Rocket's Red Glare 



Bring Up the Guns 



Recon in Force 



Sunday of the Dead 


GEN-G 10 

Grab at Gribovo 


GEN-G 1 1 

Pegasus Bridge 


GEN-G 12 



GEN-G 1 3 

A View from the Top 



Tiger. Tiger 


GEN-G 15 

Bone of Contention 


GEN-G 16 

Alligator Creek 


GEN-G 17 

Hakkaa Paalle 


GEN-G 18 



GEN-G 19 

A Tough Nut To Crack 



Camp Nibeiwa 



Cat's Kill 



A Day By the Shore 



Habbaniya Heights 



Mi. Comes to Mohammed 



To the Last Man 



The Kiwis Attack 



Ghosts in ihe Rubble 


GEN-T 1 

Gavin Take 



The Puma Prowls 



Ranger Stronghold 



Shktov's Labors Lost 



The Ponppeville Exit 



The Dead of Winter 



Hill 253.5 



Aachen's Pall 



The Niscemi-Biscari Highway 28-1 

GEN-T 10 

Devil's Hill 


GEN-T 1 1 

The Attempt to Relieve Peiper 28-2 

GEN-T 12 

Hunters from the Sky 



Commando Raid at Dieppe 


GEN-T 14 



GEN-T 1 5 

The Akrotiri Peninsula 



Strayer's Strays 






review o 

I still remember the day when Alan R. Moon burst 
into my office on Read Street (that was ten years 
and two offices ago) exclaiming that he had just 
played the greatest game he had ever seen. The then- 
most-reeent object of his passing fancy was Francis 
Tresholm's CIVILIZATION. Like everyone else in the 
vicinity, I was soon roped into a seven-player all- 
nighter to experience this wonder. About 14 hours 
later ! toddled off to bed saying "never again." CIVI- 
LIZATION, for all its innovations and cleverness, was 
just loo long for this kid. It's hard enough getting 
seven players together for a game, let alone one of 
marathon proportions. 

Then along came Bruce Harper and his modifica- 
tions to the original game in the form of ADVANCED 
CIVILIZATION. Bruce' s variation created a reason- 
able solution to the extended playing lime dilemma by 
allowing the game to end at any pre-delermined time 
with a winner determined by points. Weekend strug- 
gles So reach the end of the AST scoring track were 
now a thing of the past. A reasonable game could now 
be played in the course of an evening. In addition, the 
new version eliminated the only real design element 1 
did not like: the limitation on the number of Civiliza- 
tion cards. No longer could a player be painted into a 
corner from which further advance was impossible. 
Now every facet of civilization was available to every 
player — just as it was in reality. The game was no 
longer a race to acquire the magic combination of 
cards that awarded victory, Now it was a matter of 
constantly shifting priorities to determine the most 
efficient way of meeting the needs of the moment. 
And to [op it all off, these improvements were accom- 
panied by a wide assortment of interesting new Civi- 
lization and Trade cards which clothed the game in an 
entirely new look. I took an instant liking to 
ADVANCED CIVILIZATION, but it still required 
seven players and a long evening. Sure, you could play 
a shorter game but that was like playing THIRD 
REICH until 1 942. You really wanted lo experience 
the end game of a product with such a rich tapestry. 

In between came Sid Meier's CIVILIZATION for 
Microprose. The latter was (and still is) one of Ihe besl 
selling computer games of all time. The Microprose 
version had nothing in common with our boardgame 
other than the theme and Ihe name — and maybe Bruce 
Shelley who worked on both versions. To put down 
this product is to insult the Holy Grail. Wilh 600,000 
copies sold (and still counting), it has more rabid fans 
than any three boardgames I've ever done. Yet, Tor 
me, this game had no appeal. Historical absurdities 
such as nuclear carriers attacking Aztec fortresses or 
militias besieging cities for centuries relegated this to 
the category of Power Rangers stuff as far as I was 
concerned. Despite the testimonials of many of my 
friends, I was non-plussed. 

But now we have ADVANCED CIVILIZATION for 
the PC and I may finally have become a convert. The 
programming talents of Jim Synoski and Norv Brooks 
have created a game that is extremely faithful to the 
boardgame while using the capabilities of the com- 
puter to accomplish the mundane accounting chores 
that made the former such a chore lo play. Variations 



By Donald Greenwood 

for the PC 

The movement screen weds the beauty of the boardgame wilh the speed and convenience of the computer. 

that allow more Ulan two calamities per victim, trade 
purchases from any stack, or two Trade cards per city 
add spice. Players are no longer a problem since the 
game's AI provides all the opposition you'll ever need 
whenever you want il. But most importantly, you can 
now play to the end of the AST by saving games in 
progress for contintiation at your convenience. 

And if you're hankering for human competition, 
you can play by EMail or hot-seat a game during 
breaks between other games. The EMail version is 
particularly noteworthy because il introduces an 
entirely different way of playing the game; i.e., semi- 
blind. Due to the need to reduce the number of mail- 
ings in an average turn, population expansion, ship 
maintenance and construction, and movement are all 
resolved simultaneously. This means that the order of 
movement which is such a major aspect of ihe original 
design takes on a decidedly lesser role in the PBEM 
version as players must guess the intentions of their 
neighbors. As I've always preferred games with an 
element of bluff and educated guesswork, I found this 
aspect of the game refreshing and, in many ways, 
superior to the sequential movement resolution. The 
only change to the game required by this was to 
replace die Military's ability of moving last with die 
power to extract another Token in losses before the 
normal resolution of conflict when playing by Email. 
Now tactics thai are suicidal in a live game are simply 
daring. And there are very few sure things. A bit of 
daring is required to contemplate and invoke any win- 
ning strategy. The Playback feature of the PBEM ver- 
sion allows you to watch the move unfold as it really 
took place — not necessarily how you envisioned it. 
Once Roadbuilding enters play, your planned moves 
can be truncated and result in some nasty surprises. 

The mini-movie effect of watching the Movement 
Phase unfold is ample reward for the added time it 
takes to play by EMail. However, the interaction of 
real human players should provide impetus enough to 
keep the on-line services humming with civilizations 
on the go. 

One of the major attractions of computer games of 
course is that the program keeps track of the rules and 
prohibits illegal moves or creative accounting. The 
constant counting of tokens and points required in the 
boardgame is done instantly and painlessly by the 
computer and is displayed in graphic form at the touch 
of a button. Want to know how many tokens Ulyria has 
in stock before you attack her city? A simple click dis- 
plays her inventory. Another click displays the Civi- 
lization cards acquired or the current score. 

Ever finish your Movement Phase in a boardgame 
to find yourself one factor short of the desired attack? 
Just click the "Start Over" button and redo your phase 
from scratch. Trying that in a boardgame is usually 
either impossible or at the very least grounds for 

Top it all off with great graphics, sound effects and 
animations, and you get a package that is hard to resist 
Just how good ADVANCED CIVILIZATION will be is 
largely a matter of the quality we can build into the AI 
between now and its release date. If we can succeed in 
making it play a challenging game, I think you'll be 
impressed. I know I was, 

requiring a minimum of four megs of memory and a 
386 or better. Six megs and a 386/33 or better is rec- 
ommended for optimum performance. The product 
will be available only on CD-ROM as disk versions 
are falling out of favor with retailers, ■& 


It's 1999, and the Russian Bear is Back! 

hirinovsky has seized the reins of power tfi the 
Kremlin, and he's got his eye on warm-water 
ports and rich oil deposits in the Persian Gulf and 
Indian Oceans. White the Kirov cruises toward Bahrain, 
and Typhoons prowl the Gulf, where is the United States? 
The has arrived! You're in command of a U.S. 

Navy task force, with a full range of hardware at your 
command: Nimitz class carriers, with their Tomcats and 
Hornets; Ticonderoga-class cruisers, searching the seas 
and skies with powerful radar; F-117A Stealth Fighters 
and P-3 Orions support you from airbases. 

As a fleet commander you've got better things to 
worry about than the endless details of running a ship. 
Don't worry — your computer will handle the non-essen- 
tial work, leaving you to focus on strategy and command. 
If you're good enough, the sea lanes remain open, the 
Russians don't get their client states, and America's inter- 
ests are served. Fail, and your ships are sunk, along with 
the future of the free world. 

gives you a new engine — a new design — and 
a new standard for Modern Naval warfare. Play against a 
wily computer opponent, at variable levels of aggression 
and difficulty, "hot-seat" a friend on the same computer, 
or play via E-Mail. Whichever way you play the game, 
you'll agree — splashes the competition! 7 

5th FLEET can be found in computer game stores near you. 
For order information or for the name of a retailer n^r you, 
call 1-800-999-3222. Ask forDept GEN. 

Game Company 

4517 Harford Rd e^">™>f e. MO 2 1 : 


Combat Information Center-Choose 
your play options. 

Air Missions Display-Send your air- 
craft on dangerous missions. 

Victory Display-Watch your victory 
points go up„.or down. 

Actual screens may vary. 


Available on IBM PC or compatible. 385 or better 

processor. 4MB RAM, HD 3.6" Floppy, Hard Drive, 

VGA Graphics Card & Monitor, Mouse, 

Soundblasler or compatible sound cards. 





Scenario: Action in the Bay of Bengal (Days 2 & 3) 

Green Player: Thomas Chick 

Red Player: Alan Tetkoskie 

Final Comments: Joe Balkoski 

* — ' !==l — ' -"^^ '— ^ -^ "- ■' — ' —" " F=l • — ' 

In Volume 29, Number 6, we began this 
replay and completed Day One of hostilities. We 
now continue (and finish) with Days Two and 

NOTE: In Volume 29-6, an Order of Battle 
was provided for the forces in the game and an 
explanation on how the article was formatted. 
Space restrictions keep me from going into 
these details again. If you 're just starting to 
read this replay, please order a copy of 29-6 
so you'll have a clear understanding of the 
current situation. 

DAY 2; 0000 HOURS 


AS-4 Kitchens were launched at the Indone- 
sian FF S Riyadi and the SC Fairchild, a Pana- 
manian/Liberian flagged tanker. The S Riyadi 
sinks; the Fairchild gets away. 

A barrage of SS-N-12 Sandbox and SS-N-19 
Shipwrecks sink the Australian frigate's FFG 
Adelaide and FFG Canberra and damage the 
Indonesian frigates FF Y Sudarso and FFG Naia, 

In reaction to the heavy losses, flags fly at 
half-mast throughout Australia today and anti- 
American demonstrations erupt into riots in the 
teeming cities of Indonesia's islands. 

The Nogin is damaged by the Honolulu. The 
Key West loses contact with the Kuznetsov 
group (TF6) and the Seawolf cannot find the 
Oppokov. The Orion trundles north. 

Since there's no longer a defensive screen of 
Australian and Indonesian ships, the feasibility 
of proceeding to Phase Two (Straw Bristles) will 
have to be reconsidered as the day progresses. 
We may launch all cruise missiles at Car Nico- 
bar this afternoon in an attempt to destroy it early 
and widen the buffer zone between our carrier 
task forces and his air power. 


The SSN Nogin was damaged by ASW. 
Well, if this isn't what I need. . . Whatever has 
been harassing the Nogin is still on his tail. 
Probably another submarine. 

I have ordered yet another massive airstrike 
against the Banda Aceh airfield. We must have 
it neutralized. 

Air Phase 

This time I'm gonna throw everything I can 
into sacking that airfield, including the kitchen 

Russian air missions. 

JOURNAL ENTRY: DAY 2, 0100 HRS (Field Marshall P. Ivanov, Theatre Commander) 
There is still no sign of the American carriers, yet their minor allies harass us at every mm! Our 
submarines do not hear them, our reconnaissance planes do not see them. We spend our few mis- 
siles and planes to hunt down the little pests when the actual threat lies waiting for us to run out 
of ordnance. What will we fisht with dien? 

sink. This will involve some risk, since I'll be 
leaving my carrier groups without their protec- 
tive CAP. 

Looks like we have another one of those 
darned "?" groups just south of Sumatra. I figure 
it has to be one of the enemy surface groups. 
<Sigh> Here we go again. Hope this one works. 


10 FS at Car Nicobar airfield ordered to bomb 
Banda Aceh 

4 FS at Port Blair ordered to bomb Banda 

5 FS at Port Blair ordered to escort strike at 
Banda Aceh 

1 1 NFS from CV Varyag ordered to bomb 
Banda Aceh 

4 NFS from CV Varyag ordered to bomb 
Banda Aceh 

101 NFS from CV Varyag ordered to escort 
strike at Banda Aeeh 

1 NBS from Calcutta airfield ordered to strike 
unknown contact 

■ 1 EW from Calcutta airfield ordered to provide 
electronic warfare 

• 5 NBS from Yangon airfield ordered to strike 
unknown contact 

• 2 EW from Yangon airfield ordered to provide 
electronic warfare 

• 3 NFS from CV Kuznetsov ordered to attack 
DD Darwin with ASMs 

• 100 NFS from CV Kuznetsov ordered to pro- 
vide escort 

Battle Results: 

• 10 FS from Car Nicobar utterly destroyed. All 
other aircraft assigned to the Banda Aceh 
strike are driven away by CAP. 

• 1 EW and I NBS are utterly destroyed. All 
other aircraft assigned to attack unknown con- 
tact were damaged and driven back by CAP, 
Looks like I might have located one of Green's 
CV groups, but the price to find it was paid in 

• DD Darwin destroyed by ASMs. 


CAPTAINS LOG: DAY 2, 0200 HRS (Cap- 
tain A. Rozan, SSGN Balkhash} 
We have received nothing but bad news 
about our comrades in the surface fleets and 
air forces. But we also have been ordered to 
proceed to another sortie point due west of 
Sumatra. Intelligence has assigned a high 
probability that an American carrier group is 
operating south of that area! Now perhaps, 
we may play a part in this conflict. 

Submarine Phase 

All submarines have been ordered to close in 
on the suspected carrier group. We're closing in 
on the end of the game, and if Green plans on 
meeting his mission objective, he needs to have a 
CV group within airstrike distance of Port Blair. 

Surface Phase 

Next phase is mine again; time to move the 
surface vessels. I order all surface groups to 
move directly south to get some open sea room 
and to try to get clear of the Banda Aceh airfield, 
which seems impregnable. 

The Indian CV group is now getting within 
range of the action. Hopefully I'll be able to 
maintain its secrecy and pop it up as a surprise. 


Major air strikes were launched against one 
or both of my carrier task forces. In surface 
actions, the remaining Australian and Indone- 
sian ships were sunk. 

None of the air strikes succeeded in penetrat- 
ing the F-14 squadrons flying CAP. Further- 
more, the land-based air assets in Calcutta were 
destroyed. The Tu-26 Backfire bombers and the 
Tu-I6 Badgers stationed there were all shot 
down, leaving Calcutta with only a recon squad. 
Now only Yangon poses a threat with its air 
force (and its Tu-16 jamming aircraft are now 
damaged), and it's within easy reach of cruise 
missiles. The Russian long range bomber threat 
will soon be over! 

The best news out of these reports is the list 
of aircraft turned back, aircraft that aren't per- 
forming CAP this turn. Included are the Su-33s 
of 101 NFS, the Yak- 14 Is of 1 1 NFS, and the 
MiG-29Ks of 4 NFS, meaning there are no 
planes flying defensively over Russian TF7 and 
her two carriers, the CV Kiev and the CV 

The Su-27Bs of 5 FS and the Su-24 of 4 FS 
were also turned back, leaving Port Blair unde- 
fended. The previously damaged MiG-23s of 10 
FS were downed, leaving Car Nicobar defended 
only by the MiG-29A Fulcrums of 7 FS with 
their ami -air value of 9. Once I secure the waters 
around my carriers, these air bases will be able 
to afford themselves only minimal defenses. 

On the down side this morning, the FFG 
Darwin, the last of Australia's ships in the 
region, was sunk by AS- 17 ASMs. The FF 
Ahmd Yani and FFG Nala survived torpedo 
attacks, but were sunk by Sandbox, Shipwreck, 
and Sunburn SSMs, as was the FF Y Sudarso. 

Best of all, I know that I now have a surface 
and air phase, one after the other, so I can 

maneuver my ships into position and launch air 
strikes without fear of reprisal. 

Russian TF7 has slipped out of contact, but 
there is an unconfirmed contact in the area that 
I'm certain is her; certain enough to attack 
since I know TF7 has no CAP this turn and I'd 
hate to miss this opportunity. If the contact 
turns out to be a neutral, my apologies in 
advance to the crew. 

Surface Phase 

1 am in a position to strike the unconfirmed 
sighting with assets from Banda Aceh and the 
carriers Lincoln and America. However, Russian 
TF6 with the Kuznetsov is drawing near, so for 
my surface phase, I skirt my carrier task forces 
around to the east of my prey. I can't quite bring 
TF1 close enough to launch her Tomahawks, 
and only the DD O'Bannon is armed with these 
longer ranged missiles. So, I launch eight at the 
unconfirmed sighting and from TF1, the CO 
Anzio, DDG Barry, and DD Foster let loose 
with 24 TLAM's at Yangon' s airfield in Myan- 
mar, where a squadron of Russian Badgers are 
waiting on the tarmac. 

Battle Report: 

• The eight Tomahawks from the DD O'Ban- 
non were all misses 

• The 24 TLAMs from TFI managed to inflict 
two levels of damage on Yangon, putting her 
out of operation for the remainder of the sce- 
nario! With Yangon out and Calcutta's offen- 
sive aircraft scattered in pieces across the Bay of 
Bengal, the Russian land-based bomber threat is 
neutralized! If only 1 could see her subs. . . 

Air Phase 

• Since TFI with the CVN Lincoln is very close 
to being within striking range of the 
Kuznetsov should she draw any closer, I'll 
leave both squadron of F- 1 4s on CAP. 

• Over the America, only one of the two F-14 
squadrons is put on CAP. The C variant Hor- 
nets, having better anti-air capabilities, will 
remain on CAP over Banda Aceh. 

• An all-out airstrike is launched consisting of 
the following: 

From Banda Aceh: VMFA-121 (F/A-18D 
Hornets), VP-26 (P-3C Onions), and VMAQ-2 
(EA-6B Prowlers). 

From the CV America: VA-102 and -103 
(F/A-18E Hornets), VAQ-I34 (EA-6B Prowlers), 
VF-1 1 (F-14A Tomcats), VFA-15 and -151 (F/A- 
18C Hornets), and VS-29 (S-3B Vikings). 

From the CVN Lincoln: VA-100 and -101 
(F/A-18E Hornets), VAQ-I31 (EA-6B Prowlers), 
VFA-146 and -147 (F/A-I8C Hornets), and VS- 
28 (S-3B Viking). Most of the aircraft are 
assigned a direct bombing mission, while some 
can only attack with Harpoons. 

The P-3C Orions squadrons Nr.10 from 
Banda Aceh and VP-23 from Diego Garcia are 
sent on ASW operations against the damaged 
SSN Nogin (which is being trailed by the SSN 

Battle Reports: 

The DD Kulakov was sunk, as was the CGN 
Vshakov armed with SS-N-19 Shipwreck mis- 

siles. However, the Varyag has Shipwrecks of 
her own, not to mention the air assets on board 
the Varyag and the Kiev. I should have left both 
F- 14 squadrons on CAP over the America. The 
Kuznetsov is approaching from the west and I 
still have two enemy carriers afloat directly to 
the north (not to mention unseen subs). This is 
not good. 

DAY 2; 0800 HOURS 


Air Phase 

It is some small consolation that I get to 
move first this turn. Hoping that a repeat 
airstrike will seal the fate of the Varyag and the 
Kiev with their air attack capabilities, I opt to 
begin with the air phase. I launch a repeat strike, 
exactly as last evening's, but this time, since 
I've lost contact with the SSN Nogin, I throw in 
two P-3C Orion squadrons with Harpoons. 

Battle Report: 

• The Kiev is sunk. 

• The Varyag and DDG Boyevoy are damaged. 
Russian TF7 has now been reduced to a 
damaged Kuznetsov Carrier and a damaged 
Sovremenny Destroyer. I can only whisde in 
admiration at the air defense of Russian ships 
after they've weathered two concentrated 

Submarine Phase 

My turn continues. I hope to seal the fate of 
the remains of Russian TF7 with the mighty 
SSN Seawolf. The Honolulu moves in towards 
the Kuznetsov and the now lost Nogin, while the 
nearby Key West investigates a contact in the 
middle of the Bay of Bengal. The Orion chugs 
north, hoping to run into the Indian fleet. 

After movement, the Key West has fortu- 
itously stumbled onto the Indian Navy. She lets 
loose with eight torpedoes divided between 
India's two carriers, the CV Vikrant and the CV 
Viraat, both carrying Harriers and Sea King 
helicopters. The Vikrant is sunk, while the 
Viraat escapes bloodied but unbowed. . .for now. 

The Seawolf, deciding to save her torpedoes 
for the Kuznetsov, launches all eight of her Har- 
poon SSMs, five at the Varyag and three at the 
Boyevoy. None of the missiles find their targets. 

Meanwhile, the Honolulu can uncover nei- 
ther hide nor hair of that wounded SSN Nogin. 


The report isn't too surprising. 
■ CV Varyag undamaged by 2 Harpoon SSMs 

• CV Varyag damaged by bombing 

• CV Viraat damaged by torpedoes 

• CV Vikrant destroyed by torpedoes 

• CV Kiev destroyed by bombing 

• DD Admiral Kulakov is undamaged, missed 
by 6 Tomahawk SSMs 

• DD Boyevoy damaged by 5 Harpoon SSMs 

• Yangon airfield damaged by 16 cruise missiles 

Well, that settles the question about what to 
do with the Indian carriers. I wonder if the Green 
player had as much of a problem locating my 
subs. So far, it's looking poor; that's the third 
gamble I've made that ended up in losses. 


{Cpt Gregori Chenyk, CV Varyag, Fleet 

Admiral Zherezny is dead. A near miss by 
a bomb on the flag bridge of the Varyag 
shredded the old goat. As the most senior 
Captain in the task group. I have assumed 
command of fleet operations in the theatre. 
What have you left me with, Pavel? 

I fear diat all we can hope for now is to sell 
ourselves as dearly as we can to the American 
Forces. Now dial we have definitely located 
the American CV Group, we can possibly 
hope to inflict damage the Yankees cannot 

My staff has planned a coordinated SSM 
strike that we will effect 20 minutes froi 


Surface Phase 

Into harm's way we sail, as the USN likes to 
say. I've moved all of my remaining surface 
fleets toward the area south of Sumatra for a mas- 
sive strike against what has now been identified 
as the CVN America and her escorts. And whad- 
daya know? There's another one of those "?" 
fleets, lying just to the southeast of the America. 
It'll have to wait for the air phase (if I have any 
planes left, that is). 


• CV Varyag fires 6 SS-N-19s at the CV America 

• CV Kumetsov fires 8 SS-N-19s at the CV 

■ CGN Admiral Nakhimov fires 8 SS-N-19s at 
the CV America 

• CG Slava fires 8 SS-N-19's at the CV America 

Battle Result: 

• CV America is damaged 

Rats! For all of that ordnance, you'd think 
she'd sink. In any event that is one less "air- 
field" for Green to operate from. 

The America has survived a hailstorm of 
Russian SSMs! A total of 16 SS-W-19 Ship- 
wrecks and eight SS-N-12 Sandboxes were 
launched at her; of these, nine Shipwrecks and 
six Sandboxes hit. She sustained extreme dam- 
age, but remains afloat, limping along at a speed 
of one hex/turn. 

This is my last turn for the phase. I'm dread- 
ing the report from the Russian submarine phase, 
for I fear there must be many subs nearby! 


• TP1 is commencing Phase Two (Straw 
Bristles) on schedule, heading at full speed 
into the Sumatra Zone to smash Port Blair 
with cruise missiles and then launch air- 
strikes against Car Nicobar and her weak- 

ened fighter defense, a sole squadron of MiG- 
29 Fulcrums. The ships of TF1 handily dis- 
patched the damaged CV Varyag and DDG 
Boyevoy with guns after evacuating the sur- 
viving crew members. 

• I've detached the DD O'Bannon to join up 
with the advancing TF1 so as to keep all ray 
cruise missile assets together and to enhance 
the offensive capabilities of my sole battle- 
worthy task force. 

• The crippled America is hemmed in by the 
approaching Kuznetsov and will try to swing 
around the east end of Simeulue, the small 
island south of Indonesia. My primary goal 
now is to keep her afloat and away from the 

The CV America takes a beating, bul stays afloat. 


Submarine Phase 
I continued to move the submarines in the general direction of the CV contact, which has now 
disappeared. No combat. 

JOURNAL ENTRY: DAY 2, 0955 HRS (Gen. V, Kolonya, Strategic Air Commander) 

1 have few airplanes lefi to light the enemies of the New Soviet Union. My long range bombers 
at Calcutta are all destroyed. What is left of them at Yangon are understrength, and I will make do 
an with whai I have, 1 wish 1 had faith in tin.- fact that Hie Ministry of Defense would under- 
stand my grim situation. 

It w: 1 1" an hour ago that we finished patching and inspecting the runways at Yangon. 

The Tupolev's diere are ahead}' turning their engines to sortie again. 

We positively identified the damaged CV America south of Sumatra only five hours ago; with 
his damaged flight deck, America is a mission kill. But now we must strike quickly with what 
forces we have remaining to demoralize the enemy and try to reach a diplomatic solution by forc- 
ing the US forces to retir. engagement. 

My aircrews ;trc ! atigued and overtaxed, but they must find it m themselves to fly yet another 
mission; and they must succeed! 


V-/ V— T V-/ \ 


The Russion side has a couple phases in a row. The w ?" contact must be the America. Or is it? 

Ail PtKlSC 

Yep, this was one of those rare moments 
when I received a bunch of phases in a row. The 
CV America took a licking in that missile strike, 
and fled: it's now an unknown contact, but I'm 
pretty sure it's the America. Let's go for the sil- 
ver and see if we can't get the gold. 

This time, I think we'll send a few SSMs into 
the America and send her to the bottom! 


• 4 FS at Port Blair airfield assigned to bomb 
the unknown contact 

* 5 NBS at Yangon airfield assigned to strike 
the unknown contact with SSMs 

■ 3 NFS at CV Kuznetsov assigned to bomb the 
unknown contact 

• 2 EW at Yangon airfield assigned to provide 
electronic warfare support 

Battle Result: 

• Ail aircraft returned by CAP 

Combat Air Patrol? From a damaged CV? 
Guess what? The unknown contact was not the 
CV America; it was the CV Lincoln. In Green's 
last surface phase, he cleverly retired the Amer- 
ica and moved the Lincoln to engage. Now I 
know where all of Green's CV groups are. Pity 
it's too late to do much more than scratch and 
kick at him. 

DAY 2; 1600 HOURS 


Submarine Phase 

My submarine forces are beginning to get within good striking range of Green's damaged CVs. 
SSN Oppokov managed to launch eight torpedoes at the Lincoln: all of them missed. 

Surface Phase 

Red surface phase found the remaining elements of my fleets closing on the CV Lincoln car- 
rier group. A volley of SS-N- 1 9 missiles actually found a target; the Lincoln herself was dam- 
aged. This makes two mission kills against the carrier forces, but the price was steep. 

Air Pha se 

Red air forces sortied once more against the airfield at Banda Aceh, and were once more turned 
back by CAP. But at least no more planes are operating from the American CVs. 


Red had all three phases in a row this turn. 
Air strikes from the Km/tetsov were success- 
fully turned back and a submarine attack on the 
Lincoln failed to do any damage. 

A barrage of incoming Shipwrecks and 
Sandboxes sank the DDG Barry and the DD 
Inge noil. The Lincoln took nine Shipwrecks 
and remains barely afloat, reduced to a speed of 
I, and the Anzio took three Shipwrecks but is 
still going. The immediate consequence of this 
is that there is no way either of the carriers can 
reach their objective in the allotted time: now 
that Phase Three (Sweeping Motion) is impossi- 

ble. Operation Island Sweep is officially 
aborted. My new primary objective is to inflict 
as much damage on Russian and Indian units as 
is possible. I should be able to maintain a mar- 
gin for victory if I can preserve my two carriers, 
which should be difficult: there are submarines 
about and I have a full day to go with no speed 
to run away. 1 fear the Lincoln and America will 
end up sunk off the coast of Indonesia. Hitler 
renamed the Deutschland for fear of the effect 
on national moral if she were to be sunk; I think 
it may be an appropriate time to re-christen the 
CV America the CV Admiral So-and-So. 

The Su-33s and MiG-29s from the 
Kuznetsov joined by Su-24s from Port Blair 
were turned back by CAP. The 5 NFS from Yan- 
gon was also turned back by CAP, so damage to 
Yangon was repaired more quickly than I'd 
anticipated. The Tu-16 Badgers from Yangon 's 
2 EW were destroyed by CAP. 

Submarine Ph . 

The SS Orion and the SSN Key West tear into 
the Indian fleet (see picture on pg. 30), firing a 
spread of torpedoes at the many smaller frigates 
and destroyers. 

Battle Result: 

• The CV Viraat goes down with the FF Gomati 
and the DDG Rana 

• The DDG Ranjit and the DDG Mysore are 

• The Seawolf fires eight torpedoes at the CV 
Kuznetsov, damaging her, while the Honolulu 
speeds eastward to join the fray 

Air Phase 

Much to my dismay, I am unable to launch 
air missions from either of my carriers! My only 
option is to take the crippled ships out of harm's 


• VP-23s P-3C Orions prosecute the newly con- 
tacted SS Linj, an old Russian diesel sub. The 
Orion succeeds, damaging her quarry, 

• Meanwhile, I prepare an air strike against the 
Kuznetsov's task force, TF6. using planes 
from Banda Aceh: VMFA-121s F/A-18D 
Hornets load up with bombs, VP-26s P-3C 
Orions mount Harpoon SSMs, and the EA-6B 
Prowlers of VMAQ-2 run EW interference. 

Battle Result: 

• The CG Slava is sunk and the DDG Burny 
Sovremenny is damaged. Unfortunately, the 
Russians may get another attempt to inflict 
damage with the Kuznetsov's or the Nakhi- 
mov's SS-N- 19 Shipwrecks. 



The DD Foster, CG Anzio, and DD O'Ban- 
nnn launch Harpoons and Tomahawks at the 
Kuznetsov group. This time, the coup de grace is 

* The CV Kuznetsov is sunk, along with the 
DDG Burny. 

* The Nakhimov is damaged and will shortly be 
sunk, hopefully before she can do any more 



SS Orion and SSN Key West tear into ihe Indian fleet. 


Secretary of Defense Gingrich and Secretary 
of State Quayle flank Chairman of the Joint 
Chiefs of Staff T. Wesley Chick as he sets up 
several charts on an easel. Speaking briefly, 
Quayle had announced that he had met with 
Russian officials ("They told me vodka's made 
from potatoes!" he'd said as an aside) and Gin- 
grich had admitted that there were, indeed, some 
American casualties and General Chick would 

As the General, (obviously not used to the 
bright light of media exposure), tentatively 
explains his charts and diagrams, pointing out 
that although both American carriers had been 
damaged, they were still afloat and, posed a sig- 
nificant threat. Secretary of Defense Gingrich 
leans over and whispers under his breath to Sec- 
retary of State Quayle. 

"So what'd the Russkies say, Danny-boy?" 

"Well, Newt, they said they're in this thing 
for the long run. They want those air bases and 
they're not gonna budge." 

"Rat Finks!" Newt hisses quietly. 

"Yep. So what happened to our carriers, 
Newt?" Quayle asks, turning his head to feign a 

"Good as gone," Newt says through clenched 
teeth, holding a somber and attentive jaw for the 
cameras, "We don't have a snowflake's chance 
in hell to reach Port Blair. We'll be lucky to 
keep those Russkie subs off our bruised and bat- 
tered tail. How's Marilyn?" 

"Fine. Fine. How's, uh, what's her name?" 


"Marianne. Yes, how's Marianne?" 

"Fine. Fine. Hey, you're up." 

"Secretary Quayle?" General Chick was 

"Huh?" He blinks. 

"We were wondering how the Russians 
reacted to the sinking of their carriers," 

"Oh, yes, the sinking of their carriers. Well, 
they weren't too happy, but it serves them right. 
The way I see it, we're kind of even now. 
They've hurt both our carriers, but we've hurt 
both of theirs." 

"Didn't we hit three Russian carriers Secre- 
tary Quayle?" barks a reporter. 

"And didn't we, in fact, actually sink them?" 
offers another. 

"Oh. Well then, I guess we're ahead," 

Secretary of State Quayle flashes the 
thumbs up sign and a grin as Secretary Gin- 
grich rolls his eyes. 


Ships destroyed 
Planes destroyed 
Scenario margin 

vo Score 






DAY 3; 0000 HOURS 


Green played his submarine and air phases 
next, and the damage was horrendous. 

Battle Damage: 

• CV Viraat destroyed by Harpoon missiles 

• DD Ranjit damaged by Harpoon missiles 

• DD Rana destroyed by Harpoon missiles 

• CV Kuznetsov destroyed by torpedoes 

• SS Linj damaged by ASW 
■ CG Slava bombed 

I opened Day 3 with my sub phase. 

(Captain, M. Boromin, SS Grif) 

We are almost within striking range of the 
CV Lincoln and his escorts! Two miles to the 
west, we have detected the Oppokov. With a 
coordinated attack, we may yet be able to 
deliver a savage blow to the American navy! 
Coordination is the key. If the Oppokov can 
approach from the other side of the CV group, 
the confusion of being surrounded with torpe- 
does will help them find their targets. 

By this time, SSN Nogin and SSGN 
Balkftash should be within striking distance 
of the airfield on west Sumatra. 

Submarine Phase 

Looks like I've got him lined up this time: I 
have two submarines within long range of a tor- 
pedo attack on the Lincoln, and two more ready 
to fire cruise missiles at Banda Aceh. 


• SS Grif attacks CV Lincoln with four torpe- 
does, the CGN Anzio with four torpedoes 

• SSN Oppokov attacks CV Lincoln with the 
last of her torpedoes — all four at CV Lincoln 

• SSN Nogin launches four cruise missiles at 
the Banda Aceh airfield 

• SSGN Balkhash launches six cruise missiles 
at the Banda Aceh airfield 

Battle Result: 

• CV Lincoln destroyed by torpedo attack 

• CGN Anzio destroyed by torpedo attack 

• Banda Aceh airfield damaged by cruise mis- 
sile attack 

It's about bloody time! 



The Lincoln and Anzio are sunk. I still lead 
by points, but the America is particularly vul- 
nerable if the Russian subs find her. And her 
death would tilt the balance. Banda Aceh is 
damaged by cruise missiles, but not enough to 
impair air ops. 

Surface Phasts 

• The surviving members of the CV Lincoln 's 
task group (DD Foster, CG Fox, CG Gates, 
and DD O'Bannon) scatter and retreat south 
into the West Sumatra Zone, letting fly a 
Parthian volley of Harpoons. 

• The DD Karlanov is sunk and the CG Nakhi- 
mov is damaged further, now alone and crip- 
pled, left to my submarines. 

Submarine Phase 

• The Seawolf draws near the severely damaged 
CG Nakhimov and puts the Russian cruiser 
out of her misery with her last eight Haipoons, 
securing the retreat of the bedraggled Ameri- 
can survivors from Russian surface forces. 

• The Orion and the Key West fire eight torpe- 
does, six Harpoons, and two Tomahawks at 
the Indian fleet, sinking a DDG Ranjit, and 
damaging a DDG Mysore and a Ganga, 

• The Honolulu races after the SSN Nogin, which 
must be Russian for "You Can't Kill Me." 

In the combat phase, the Key West, the Hon- 
olulu, and the Seawolf launch 22 cruise missiles 
at Car Nicobar, but are unable to damage it seri- 
ously enough to impair air operations. 


Damage Report: 

• CGN Admiral Nakhimov destroyed by Har- 
poon and Tomahawk SSMs 

• DD Ranjit destroyed by torpedoes 

• DD Ganja damaged by torpedoes 

• Car Nicobar airfield damaged by cruise mis- 
sile attack 

My next phase was a surface phase; with 
little left in the way of surface fleets, there was 
nothing more to do than pursue with the remain- 
ing Indian destroyers while also trying to flee 
from the American submarines. 

(Continued on page 35) 




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Official AH 
Use Only: 



Game to be played by this team member: 

1. . 2. 3. 

WARNING: Team Event choice is printed on badge. Selecting a Multi-Player game as a Team Event may draw undue attention 
from opposing team members which will hamper individual performance in that event. TEAM NAME: 

□ HATS & T-SHIRTS: Reserve my AVALONCON souvenir for which I enclose $8.00 each: 

T-Shirts: □ Smal! □ Medium □ Large □ Xtxa Large □ AVALONCON cap 

□ Please reserve ____^_ additional hats for which I enclose $8 each. 

□ Please reserve 


There is a $4 surcharge for these sizes. 

. additional t-shirts in sizes . 

for which I enclose $8.00 each (or $5 2.00 each for size XXL or larger). 

□ I enclose S30 in check or money order made payable to The Avalon Hill Game Company to register for AVALONCON. 

□ Charge my: Q VISA □ MASTERCARD □ AMERICAN EXPRESS Expiration Date 

Account Number . 

Signature . 


Address . 


. State . 


Total Enclosed: 

HURRY! Registrations postmarked by July 1st, 1995 will receive a free $10 credit toward any merchandise purchased at AVALONCON. 

Make your check or money order payable to: The Avalon Hill Game Company and mail to 45 17 Harford Road, Baltimore, MD 21214. 

or to FAX it, « (410) 254-0991 . 

♦ Be sure to register for your main event(s) on the reverse side, + 

*• SMOKING POLICY: There is a No Smoking policy in effect in all public areas of AVALONCON which will be strictly enforced. 

DISQUALIFICATION: AVALONCON reserves the right to eject without refund anyone deemed guilty of unsportsmanlike conduct in the 
opinion of the presiding Game Master and two designated Assistants should such behavior persist after one official warning. 

REFUND POLICY: Refunds of Pre- Registration fees are obtainable as listed on Page 2. 


Chronological Listing 

/ Events you will enter. Do not / 

more than one event 

in each shaded area or in tin area 0. 

a prior eve 

it whose 

Munition}!; Mends 

IttO 1 1 1: ll 

shaded arer 


Time Event Duration 


Km' nt 


We 18 □ HWB 

Fr 11) 

□ BRI 4 


□ KRM 1 + 




□ W&P 












We 19 □ BRI 1 
□ FBS 1 

1 i 12 

□ PXB 


□ SQL 



□ DUN 


□ PZL+ 

□ sa 


□ SOA 1 
We 20 O MMS 1 S 

□ S&B 



□ BSI 


□ TTN+ 

□ MMS 3 

|5-6| S 

Thl» □ ASA 1 1-31 

□ PDT 2 

[5-6] S 

□ BI7 |l-2| 


□ TVW 


□ B91 (1-31 


□ D1PI 


Q BRI 2 |l] 

□ FPR 


a CDT 1 1 1 

□ NWD 


□ FC2+ 


□ DLW 


QHCR |l-3] 

□ TYX2 

1 5-6] S 

□ KGM ll-2| 


□ BRI 5 


□ MVJ 1 1 1 

□ 11WD 

[5-6! S 

□ SOA 2 [1-31 

□ 3R4 [1-01 




□ CMS1 


□ TT2 [l-3| 

□ GBG 


□ TPS 1 1-3) 

□ TBT 


□ UCV2 ( 1 1 
Q L?PF [ 1-3] 


□ DEC 



□ ACV 


□ WAS [1-3] 

□ ASN 


Thll QASL [1-0] 

□ D9 1 


Th 12 □ ANZ [1-4| 

□ KRM 2+ [7-81 

□ CDPI [1-2] 

□ LRH 


Th 14 □ EIA 1 1-()| 



□ HWJ [1-3] 

□ MOV 


□ MAH [ 1-2] 

□ KB 


Th 15 □ A3R [2-91 

□ RTG 


Q AFK [2-4] 

□ SCT2 

[7| S 

Th 16 ONVW [2-3 1 

□ SPK 


Thl7 P 183 1 [2-3[ 



□ PDT 1 [2-3] S 

□ WRS 


Th 18 □ AVJ [2-3] 


□ CMJ 


□ MUS [2-3] 

□ DIP 2 


□ ROR 2 [2-3] 

□ WAW 


Th 19 □ BRI 3 [2-3] 


□ BKJ3 


□ FBS 2 [2-31 


□ EIS 


□ GNG [2-3] 

□ FSE 


□ TRC [2-4] 

□ SCT3 


□ WAT [2-4] 
Th2tt □RFT [3.6.91 S 

□ WRJ 



□ AUC 


□ TYXI 13] S 

□ CMS 2 


Th21 UFI5 |3] 

□ MMS 4 

[8-91 S 

Th22 QPGF [31 


□ TYX3 

[8-9| S 

Fr9 □BKM [4-8 1 

Sa 19 

□ GBD 


Q CVW [4-7] 

J TV 1 


Q CDP 2 14-5] 

Q 1832 |4] 

□ WPS 



□ CMS 3 


□ MMS 2 [4|S 


□ ADV 


□ RBN [4-5] S 

□ RKL [4| 


□ SST 



□ ACQ 


LI 176 J4-6| 

□ ATS 


□ SCTl [4|S 



□ SIW [4-6] 

□ cue 


Q VIP [4-0] 

□ PLT 


□ WQJ [4] 

□ TXJ 


□ WSM [4-6] 


□ WBR 


and spectators are admitted free and may participate in 
Open Gaming, space permitting. They will not receive a 
badge, program, or Tree pre -registration credit. Children 
may participate in Free specially designated "** Juniors- 
only' 1 tournaments or pay the $30 fee and participate fully 
in any event. All other participation is limited to paid regis- 
trants wearing iheir own badges. Registrants may partici- 
pate in any number of events at no additional charge, but 
can only play in one at a lime. Most events will not be 
"*sold out", but to guarantee an opportunity to play you 
must bring a copy of the game (to ensure sufficient copies 
on hand) and be present at the announced starting time. 
Those registering after July 1st will noi receive a tree £10 
credit towards purchases. There are no one-day admissions, 
but at-t he-door registrations art; discounted based on ihe 
number of days left. Early arrivals may register, engage in 
Open Gaming and preliminary heats of certain events as 
early as 6 PM Wednesday. 

WHAT YOU'LL GMT: Pre registrants of record on July 
1st will receive a SID credit towards game purchases which 
will be printed on their badge. Those who are not already 
members of the AREA Player Rating System will receive a 
free membership and explanatory materials by return mail 
Any game played is subject to rating in the AREA system 
if arty participant requests it at the start of play. Refusal 10 
submit to rated play in any event is not allowed. Pre-regis- 
trants on July 1st will have the program mailed to [hern 
shortly thereafter. This is the only confirmation you will 
receive. Those registering alter July 1st must pick up [heir 
convention program at the site. 

LOST ITEMS: Bring your program. There will be a $2 
charge to replace programs. Wear your badge at all times. 
Replacement badges wilt not be usable lor the SIC) pur- 
chase credit. 

REFUNDS: Pre- Registration fees will be refunded upon 
receipt of written notification of your inability to attend. 
Such requests must be received by August 20, 1995 and 
will be mailed by September 7th, All such refunds are sub- 
ject to a \®% postage and handling fee and will be made in 
non-refundable credits for Avaion Hill merchandise. There 
is also a $10 surcharge to those who received an AREA 
membership as pan of their registration fee since such 
memberships are non-refundable. 

TEAM TOURNAMENT: You may prc-register any four 
players as a team if each plays a different title for which 
they have pre-regtstered. Team entry and substitutions of 
players or game choices arc allowed ONLY by prc-regis- 
traiion. You may make such changes by mail or phone only 
if they arc received by July 31st, Call (410) 426-9600, ext. 
103 to make last-minute changes. Players in the Team 
Tournament play individually for themselves, but also 
score in the event they have entered as a Team Tournament 
entry for their team's total score- 

EVENT DESCRIPTIONS: Events are listed in chrono- 
logical order at left, and in alphabetical order hereafter 
using the following format: 

Name, Class, Format, Style, Duration. GM, Starting 
Time [Pre-Registration Limits]. 

Name: Lists abbreviated name for the event used on the 
Chronological Chart & badges. 

Class: A: Rules will not be explained; for experienced 
players only, B% Beginners welcome, Rules will be briefly 
explained. Jf you need instruction, be present one hour 
before tlie scheduled playing lime. The GM is not 
required to teach the game once the event begins. 

Format; Swiss Elimi All entrants play an equal number of 
preliminary rounds to determine a number of finalists who 
will then play in Single Elimination format. Swiss: All 
entrants play same number of rounds, being paired against 
opponents with similar records, SE: Single Elimination; 
en[rants play until they lose a game. DE: Double 
Elimination; entrants play until they lose two games. 
DEMO: No prizes. OTHER: System to be explained. 

Style: CONTINUOUS: Play continues round after round 
until completed with only one-hour breaks. Rounds will 
run \ruri ^fter midnight and will resume at 9 AM. The GM 
may require that rounds begun by midnight he finished that 
night. Players must adhere to the schedule or forfeit. 
SCHEDULED: Play has designated, timed rounds with 
predetermined breaks of two hours or more. SPLIT: 
Multiple qualifying rounds at different times., players may 
participate in only one qualifying round. HEAT: Multiple 
qualifying rounds at different times, players may partici- 
pate in any number of Heats. In all formats, the GM and 
the two assistant GMs may concur to adjudicate games 
which do not adhere to schedule. Their decisions arc final. 

Duration: The expected number of rounds and length of 
each. Some formats wilt require more or less wands than 
planned due to an unexpected number of entrants. Players 
should schedule their time accordingly and refrain from 
entering those events their time constraints will not allow 
them to finish should they advance. Final rounds may be 
rescheduled to accommodate finalists solely at die discre- 
tion of theGM. 

GM: The Game Master who is in charge of the event. If an 
address is printed, the GM offers additional information in 
advance to any sending a SASE to that address. 

Times: Starting times of the initial round are abbreviated 
as follows; We; Wednesday. Tit: Thursday. Fr; Friday, Sa: 
Saturday, Sit: Sunday. Hours are given in military time ("12 
= noon, 13=1 PM). The expected duration for alt events is 
shown on the Chronological listing. We suggest copying 
I his page be fore- registering. 

[Pre-Registration Limits:] AVALONCON has been 
divided into ten lime blocks of five hours each as follows; 
l=Th 10-14, 2 -Tli 15-19, 3 s Th 20-24, 4 = Fr 9- 14, 5- 
Fr 15-19. 6 = Fr 20-24, 7- Sa 9-14, S-Sa 15-19, 9 = Sa 
20-24, = Su 9-14. Each event's most likely duration is 
summarized by these time blocks. However, those advanc- 
ing to the Final round or participating in larger-than- 
expected events may experience overlapping schedule con- 
flicts. The final round of long events is not included in the 
estimated duration. Durations listed with an "S" have a 
scheduled final round on Sunday morning. You may Pm- 
Regisler for any events that do not have overlapping lime 
blocks. Pre-registralion is not required to play in most 
events, but pre-registrants receive prefereniial treatment lor 
byes and last remaining slots. 

Prizes: All winners will receive a championship plaque. 
The winner and other finalists will receive Credits good for 
the purchase of our merchandise and plaques according to 
a standard schedule based on the number of entrants. For 
example, there are 32 prize-winners in a 1 28-player event. 

THE EVENTS: Events designated lb «" jr" are only for 
children under the age of 14, Parents arc urged to sit in to 
help supervise and should attempt to familiarize their chil- 
dren with the game beforehand, 


Acquire (ACQ), B, Swiss Elim, Continuous, two prelimi- 
nary 1-hr rds. 16 advance to SE. B. Radcmaker, 5625 
Trego. The Colony, TX 75056. Su 9. [0| 

Across Five Aprils (A5A), A, Swiss Elim. Continuous, 6- 
hr prdim rd of round robin Bull Run. Pea Ridge. & 
Bentonville. Top four Rebel and four Union players 
advance to Bentonville; then top two advance to Pea Ridge, 
and finalists piny Bentonville. Play same side throughout 
entire event. A. Lewis, 102 Com Tassel Ct. Rchobelh 
Beach. DE 19971. Th 10. [1-3] 

Adel Verpflichtel (ADV). B. Swiss Elim, Continuous. 3 
prelim 1-hr rds, 15 advance to Semi, 5 advance to Final. 1, 
Bouffant. Sa 2 1. 19] 

» Adel Verpffichtel Jr (AVJ), B. SE, Continuous, 1-hr 
rds, top two players in each game advance to Semi; Five 
advance to Final. S. Davis. Th IS [2-31 

Advanced Civilisation (ACV), A, SE, Continuous, two 
10-hr fds. Uses Western Map F.xtension for an 8-player 
game. C. Hickok. Sa 9 [7-0] 

Advanced Squad Leader (ASL). A. Swiss. Continuous, 
seven 6-hr rounds. R. Gifford, 320 East 27th, South Sioux 
City, NE 68776. Th II. [1-0] 

Advanced Third Reich (A3R), A, Other, Scheduled, non- 
elimination ibrmat with .ill players especk-d io complete the 
event. J. Brophy, 16 Beachfront Ln, New Rochelle, NY 
10805. Thl5. [2-9] 

Atoka Korps (AFK), A, SE, Continuous, five 4-hr rds. T. 
Graf. Th 15. [2-4] 

AFTER ACTION MEETING: Beat your chest or sing 
our praises. Your chance to critique AVALONCON 95 and 
influence next year's championships. Su 8. 

Anzto (ANZ), A, SE. Continuous, four 6-hr. rds of the 15- 
tum Basic Game, Oplional SRT and 1st Para initial deploy- 
ment options. P. Fletcher. Th 12. | J-4] 

Assassin (ASN), B, SE, Continuous, two 2-hr. rds. S, 
Kershaw. Sa 9 [7] 

Attack Sub (ATS). B, DE. Continuous, two rds of DE fol- 
lowed by SE semis. Scenarios A-H. S. Rugh, 16 Country 
Club Rd, Norwalk. CT 0685 I . Su 9. (0) 

Auction aka The Collector (AUC), B, SE. Continuous, 
two I-hr prelim rds. K. Good. Sa 15- |Sj 

B-17 (B17). A. Swiss, Continuous, three 3-hr. rds. Players 
lly all (hrec raids. D. Terry. 7501 Morris Ave, Sykesviltc. 
MD 21784. Th 10. [1-2] 

Battle or Bulge *81 (B8I). A. SE, Continuous, four 5-hr 

rds using Race to Baslogne K-turn scenario revised for bal- 
ance with SS allowed to attack on first turn and German 
selecting Stavelot or Trois Pools prior to start. R. Heller, 
138 Osprey Dr. Groton, CT 06340. Fr 15 [5-6| 

Battle »f Bulge *91 (B91), A, SE, Continuous, four 3-hr 
rds. Scenario #1 with all Basic Game and most Optional 
rules with modified VC. K. McCarthy. 3866 Wallingford, 
S. Euclid. OH 44121. Th 10. [1-3] 

Black heard (BKB), B, SE, Continuous, three 2-hr rds. Sa 
I3.C. Villcneuve[7-8] 

Breakout: Normandy (BKN), A, Swiss, Continuous, six 5- 
hr rds. Bid for sides, drop out at any time. A, Applebauro. 1 2 
Gibbs St. S3, Brookline, MA 02 1 46. Fr 9. [4-8] 

Britannia (BRI), A, Swiss-Elim. HEAT, five 4-hr qualifying 
Heats. Must play in 1 but not more than 3 Heats lo qualify. 1 6 
advance [o 2nd Rd Sa 1 5. Ranked by number of wins in fewest 
Heals. C. Dunn, 4025 Newstead PI, Prince George, VA 23875. 
We 19. Th 10 1 IJ.Th 19 [2-3], Fr 10 14|, Fr 19 |5-6J. 

Candidate (CDT), B, SE, Continuous, two 2-hr rds. All 
slates unresolved after two hrs will be Undecided entering 
[he convention. K. Guiermuih, 14 Hillside Dr. Clinton, NJ 
1)880". Th 10. |l] 

Circus Maximus (CMS), B, SE, three prelim 3-hr Heats. 
Score both for order of finish and damage caused. Highest 
scores advance to Su final. B, Smith. 9E Squire Village, 
Walden. NY 12586. Fr 20 [61, Sa 15 [8], Sa 20 [9|. S 

» Circus Maximus Jr (CMJ). B, SE, 3-lap race. 8 

advance to final race. T. Hitehings, Sa 10. [7] 

Civil War (CVW). A, SE. Continuous, five 5-hr rds of 

short scenarios with bids for sides. D, Johnson. 604 
Thornhill Dr. Pleasant Valley, NY 12569. Fr9. [4-7] 

Colonial Diplomacy (CDPJ. B, two qualifying 6-hr Heats 
for Sa 10 Final. T. Pasko, 73 Washington St., Bristol. CT 

(16010. Th 12 [1-2], Fr 914-5|. 

D-Day '91 (D91). B, SE. Continuous, four 3-hr rds. T. 
Arnold. Sa 9 [7-9] 

Decathlon (DEC), B, Meet, one 2-hr track meet with handi- 
caps. R. Cox. Fr 23 [6] 

» Dinosaurs of Losr World JR (DLW). B, SE, 

Continuous. Ihree 2 tu rounds. R. Slakcnas. Fr ]K. [5-6] 

Diplomacy {DIP), A, Swiss, three 7-hr Heats. Traditional 
D1PCON XXVIII prizes augment merchandise credit. Best 
2-out-of-3 rd scoring system. J. Ycrkcy, 4 Dutton Ave. 
Baltimore, MD 21228. Fr 17 [5-6], Sa 10 [7-8]. Su 9 [0], 

Dune (DUN), A, SE, Continuous, two 4-hr rds. J. 
O'Donnell, 74 W. Oakland Ave, Columbus, OH 43201. Fr 
14. [4-5] 

1830 (183), A. SE, SPLIT, two prelim 5-hr Rds with win- 
ners advancing to SE semis Sa 9. B. Rciff, 2207 Smokey 
View Blvd. Powell. OH 43065. Th 17 [2-3]. Fr 9 [4] 

Empires In Arms (EIA), A, Other, Continuous play of 
1805 Campaign Came; win based on % of VP. W. Jaffe, 
1602 Mary Ellen Court, McLean, VA 22101 Th 14. [1-0] 
Enemy In Sight (EIS), B, SE, Continuous, two 3-hr rds by 
designer Neal Schlaffer. Sa 14. [7-8] 

Facts In Five (FI5), 8, SE. Continuous, three 1-hr rds, S. 
Greenwood. Tit 21. [31 

Fifth Fleet (5FT), A, DE, Continuous, five 4-hr rds of sce- 
narios 3, 4, 6, 7 Si. 8- Roll for choice of scenario or side. 
Options 20. 1 & 20.5 apply, J. Ftcckenstein. Fr 1 1 [4-7], 

Firepower (FPR), A, Swiss, Continuous four 2-hr rds. 
Single-squad scenario. Victory by accumulaled scenario 
points. A teaching demonstration (FPD) will be held We 
19, J. Krauss, 7459 Schayer Ave, Pittsburgh, PA 15218. Fr 
] 7. [5-6] 

Flight Commander 2 (FC2), B, Swiss Elim. Continuous. 
Heats. Play against the computer anytime Thursday. Top 8 
scorers advance to SE matched play with human hoiseal 
opponents Fr 10. Basic game unless players agree on 
options. C. Moylan. Th 1 0+ 

Football Strategy (FBS), B, SE, Continuous, five 2-hr rds. 
with Split 1st rd. J. Powell. We 19, Th 19 |2-3]. 

Fortress Europa (FSE). A, SE. Continuous, four 3-hr rds 
of the 33,3 Invasion scenario, M, Newman, 1 1 1 Main Rd. 

Colrain. MA 01340. Sa 14. [7-9] 

Gangsters (GSR), A. SE. Continuous 3-hr rds of 4-player 
games. J. Vroom. Th 19 [2-3] 

Geronimo (GER), A, SE, Continuous, three 3-hr rds of 
four-player Basic Game. R. Berg. Fr 10 [4-5] 

Gettysburg '88 (GBG), A, Swiss-Elim. Continuous, five 

4-hr rds of Scenario 1 (6B) playing each side twice with all 
options except lOd. Eight finalists advance to SE rds of 
Scenario 5 (6F). D. Zimmerman. 4 S. Railroad St. 
Myersiown, PA 17067. Fr 20. (6-9] 

Great Campaigns or I he ACW: A, DEMO- Vic to 
become ranking officer amongst players of this series. 
Promotions achieved by play in SJW, HCR & R'l'G events 
plus demo games of Stonewall in the Valley. Players elimi- 
nated from HCR & RTG will cam promotion via play in 
Campaign Games conducted concurrently with the elimina- 
tion rounds of these events. 

Guerrilla (GUEt, A, SE, Continuous two 3-hr rds, N. 

Schlatter. Su 9 |0] 

Gunboat Diplomacy (GBD), A, DEMO, one 4-hr rd 
"Blind" Diplomacy without negotiations. Secret country 
assignments. GM reads moves and any written press to pre- 
serve secrecy. J. Yerkey. Sa 19. [8-9] 

Here Come the Rebels (HCR), B, Swiss Elim, 
Continuous, two I -hr rds of South Mountain; top 8 advance 
to SE Harper's Ferry-Cramplon's Gap, McClellan's 
Opportunity, and Battle for Washington. Bid VPs for sides. 
T, Bender, 1001 S. Frederick St #1012. Arlington, VA 
22204. Th 10. [1-3] 

History of the World (HWD), A, Scheduled 6-hr rds. 36 
advance to 2nd rd Sa IS. G. Bliss. Fr 19. [5-S] S. 

History of (he World with Bidding (HWB), B, one 5-hr 
DEMO of GENERAL variant. J. Lux, c/o Jerry Ohlinger's 
MM, 242 W. 14th St.. NY, NY 1001 1. We 18. 

-" History or the World Jr (HWJ), B, SU two 3-hr rds of 
four epochs with all odd epochs played but even epochs to be 
played determined hy chance only as they occur. C. Foster. 
Th 14. [2-3 [ 

Kingmaker (KGM), A, SE, Continuous, two 4-hr rds. 
Variant cards and optional Parliament rules will be used; 
Advanced Combat won't H. Thoen, 6220 Shcrbrooke St. 
W, #510, Montreal. QUE H4B IM3 Canada. Th 10. [1-2] 

Kremlin (KRM), B. Swiss-Elim, Continuous HeaLs We IS 
and restart Sa 9 until Sa 16. Anyone winning a game 
advances to Sa 19 SE Semi-Final. P. Stein, 199-30 28th 
Ave, Flushing, NY 1 1358. We 18+, Sa 9 [7-8] 

•■ Legends of Robin Hood Jr (LRH), B, Swiss Elim, 
Continuous, two 1-hr prelim rds with five advancing to 
Final.J. Ferich. Sa9[7| 

Maharaja (MAHl. A. SE, Continuous, two 4-hr rds with 
top four players advancing to Final. W. Saricgo, 405 
Rosemont Garden, Lexington, KY 40503. Th 14 [1-2] 

March Madness (MMS). B, SE, Scheduled Heats, four 6- 
hr Advanced Game Prelim of 16-team Regionals which 
will each advance a team to Final Four on Sunday. Players 
draft up to tw r o teams/Region which play till they lose. 
Players participating in more than one Region draft last. 
New twin regionals allow 32 players/heat J. El I man. We 
20, Fr 9 [4], Fr 15 [5-6], Sa 15 [8-9] S 

MBT (MBT), A, Swiss Elim, Continuous, three 2-hr pre- 
lim rds, top four advance to SE. Specially designed scenar- 
ios using all advanced rides and options 17.2, 17.4.2. 17.7 
and 17.7. R. Schoenen, 937 W. Trenton Ave #A10, 
Morrisville, PA 19067. Sa 9. [7-9] 

Merchant of Venus (MOV), B, SE, Continuous 2-hr ids to 
$2000. 25 advance to 2nd rd. Five finalists will play 3rd rd 
game to $3000, G. Mayer. 736 Charleston Oaks Dr.. 
Ballwin. MO 6302 1 . Sa 9. [7-8] 

» Merchant or Venus JK (MVJ), H. SE. Scheduled two 
3-hrrds. E. Wrobel. Hi 10.(11 

Mustangs (MUS), B. Swiss Elim. Continuous five I-hr rds 
with options 1 3a, 13b, 15a, & 16. Choose Allied or Axis 
for prelim rds of Corsair vs George, P47B vs FW 190, or 
Hellcat vs Zeke. Top two pilots of each side advance to SE. 
C. Hansen. 4714 Flower Ln. Alexandria, Va 223 10. Th 18. 

Naval War (NVW), B. SE, Continuous 2-hr rds of six- 
player games to 75 pts. J. Sharp. Th 16. [2-3] 

New World (NWD), B, SE. Continuous two 3-hr rds of the 
Basic Game. M. Anchors. Fr 17 [5-6] 

Panzerblitz (PZB), A. DE, Continuous, six 3-hr rds. C. 
Harris. Sa 9. [7-0] 

Pannergruppe Gudcrtan (PGG), A, SE, Continuous four 6- 
hr rds. Bid VPs for sides. P. Rennert, 7135 Kurth Ln, 
Seabrook, MD 20706 Fr 19. [5-8] 


By Car 

Take Exit 20A on Shawan Road off 1-83. 

Marriott's has an indoor/outdoor swimming pool, 
whirlpool, tennis, exercise room and sauna, ice 
cream parlor and deli, and the Fifties-style 
Studebaker's night c!ub. It is within walking dis- 
tance of Hunt Valley Mall and convenient to light 
rail travel lo Baltimore's fabulous Inner Harbor. 
The Aquarium, Science Center, and other Inner 
Harbor attractions provide ample distractions for 
your significant others and unlike other local 
attractions never go on strike. Your special 
AVALONCON rates at the Marriott apply 
Wednesday through Monday... but only if you 
make your reservation by July 1 2lh. 

s. HW1 Amain 

-.•■:; I" ii. V\ 
■i\ .:: .1 I ,i. I 


AMTRAK: Leave Penn Station walking SW to 
the Mount Royal Station of the Light Rail, Board 
the Light Rail North to the Park & Ride last stop at 
Deereco and Timonium Roads. Take Bus #9 North 
up York Road to Hunt Valley Mall. There is a bus 
every 15 minutes. 

GREYHOUND: Walk west on Fayette St. to 
Howard St. and then North to Lexington Market 
Light Rail Stop. Take Light Rail North lo the last 
stop in Timonium. Take Bus #9 Norlh to Hunt 
Valley Mall. 

Tickets must be purchased before you board the train. 
Transfers allow you lo transfer between MTA buses, the 
Metro, or Light Rail to continue a one-way trip. Pay for 
your transfer before you board the light rail. Total one 

way fare is SI-25 plus a .10 transfer. 


USAir has been designated as the official carrier 
for the attendees of AVALONCON, As our offi- 
cial carrier, US Air offers a 5% discount off First 
Class and any published LIS Air promotional 
round irip fare. A 10% discount off unrestricted 
coach Tares will apply with 7-day advance reser- 
vations and ticketing required. These discounts 
are valid for travel between July 30th and August 
9lh, 1995 anywhere in the Continental U.S., 
Bahamas. Canada, and San Juan. 

To obtain this discount, you or your travel agenl 
must call the USAir Meeting and Convention 
Reservation Office at 800-334-8644; 8 AM to 9 
PM, EST. Once your reservations are confirmed, 
USAir can mail the tickets to you or suggesl sev- 
eral other convenient methods of purchase. If you 
normally use the services of a travel agenl or cor- 
porate travel depl. please have them place the call 
for you. Refer to Gold File Number 15130054. 

The BW] Shuttle Express - Route C to Hunt 
Valley provides Round Trip transportation lo Ihe 
Hum Valley (nil for $21 {$14 one way) every two 
hours between 5;45 AM and 1 1 :45 PM. Roundtrip 
tickets are on sale only at BWI. Reserve space by 
calling (410) 859-0800 al least two hours in 
advance on day of service. 

Panzer Leader (PZU, A, Other, Continuous qualifying 
Heals will run We thru Fr, Any winner may advance to SB 
rounds Sa 9. B. Scon, 2317 Barracks Rd, Charlottesville. 
VA 22901 We 19+ [7] 

Pax Britannka (PXB), A, Other, one 7-hr rd. Duplicate 
Toum anient: all random events pre-rolled. Uses improved 
'93 rules which will he provided, A Demonstration game 
for beginners precedes this event at Fr 9. R. Sacks. 486 1 
Broadway 5V. NY, NY 10034-3 139. Fr 12. f4-5) 

Payilirl (PDT), B, Swiss Elim. two 5-hr Heats to deter- 
mine Conference champs to meet in Sunday Super Bowl, 
Advanced Rule 1 1 used for balance; must cover the spread 
to win. Best two teams after 3 games meet in conference 
finals, D. Baumgardner. 3621 Wayland. Ft Worth, TX 
76133. AFC: Th 17 [2-3], NFC: Fr 15 [5-6J S 

Peloponnesian War (PPW), B, SE, Continuous, four 2-hr 
rds, using the Decelean War scenario in opener and 

advancing to Peloponnesian War scenario, F. Ilamrick, 558 
Avent St. Rocky Mount, NC 27804. Fr 1 1, [4-6] 

Platoon (PLT), B, SB, Continuous, three 2-hr rds using 
options a-d. Scenarios 1, 3 and 4. R. Knowles, 564 
Crescent Dr. Willowick, OH 44095, Su 9 [0] 

Pro Golf (PGF). B, Other, two 1-hr rds. Play one round on 
both the Augusta and Pebble Beach courses. Top four 
advance to IS hole skins game. I. O'Dounell. Th 22 [3[ 

Rail Baron (RBN). B, SE, Continuous, two 4-hr rds. 25 
advance lo 2nd rd. C. Foster, 4058 Riveridge Ct. Fort 
Worth, TX 76109. Fr9. [4-5] S 

Republic of Rome (ROR). A. two 6-hr Heats of the 

Middle Republic. Best single scores advance to Fr 10 Final 
using Late Republic. W. Wible, 1228 Goldfinch Dr. 
Harrisonburg, VA 22801 or wodan@genie.gcis.enrn. We 
18. Th 18(2-3], 

Roadkill (RKL), B. SE. Continuous, two 3-hr rds with 8- 
Seelion Final. Finalists may purchase four points of 
upgrades. M. Fitzgerald. Fr 9. [4] 

Roads to Gettysburg (RTG), B, Swiss Elim. Continuous. 
Three 1 -hr rds of First Day at Gettysburg: top four advance 
to SE Meade Moves North. Bid VPs for sides. Demo for 
beginners We 18. M, Arnold, 13880 Racine Ct, Dale City. 
VA 22193. Sa 9 [7-9) 

Russian Front (RI-T), A, Swiss, Scheduled, three 5-hr rds 
of 4-lurn Barbarossa scenario. Two finalists advance to 6- 
turn Final. Advanced Game with no options. Bid 
Objectives for sides. 1, Falling, 7129 Sandringham Dr. 
Raieigh, NC 27613. Th 20 [3], Fr 20 [6], Sa 20 [9], S 

1776 (176), A, Swiss Elim, Continuous, four 2-hr rds of 
Yorktown and Saratoga. Two finalists play CG scenario 3. 
M. Miklos. 7106 Old Jacksoiiboro Rd, Ravanel, SC 29470. 
Fr 13 [4-61 

Slapshol (SST). B. SE, Continuous, two 1-hr rds with all 
optional rules. B. Reiff, 2207 Smokey View Blvd. Powell. 
OH 43065. Sa 23. [9] 

Speed Circuit (SCT), A. Other, Scheduled three 4-hr pre- 
lim Heats. Best two results determine winner as in Formula 
I . Winner must enter at least one Heat plus the Final. J;55 
scale cars. Modified Chance, Breaking, and Acceleration 
Tables, plus a forced passing rule. Spa. Hockenheini, and 
Osterreichring circuits. R. Cunningham, 216 Charing Ct, 
Sterling, VA 20164. Fr 9 [4], Sa 9 [7], Sa 14 [7-8] S 

«■ Speed Circuit Jr (SGI), B, SE, 3-hr race using big track 
and 1:55 scale ears. R. Cunningham. Fr 14 [4-5] 

Squad Leader (SQL), A, Swiss Elim, Continuous, five 6- 
hr rds, S. Romanowski, 12 Slonehedge Circle, Billerica, 
MA 01821. Fr 13. [4-9] 

Statis Pro Basketball (SPK), B. Sfi. Continuous, four 3-hr 
rds. Draft one of 29 NBA championship teams and coach it 
to victory in a "dream" tournament of championship teams 
to determine best team of all lime. B. Grabow. Sa 9 [7-8] 

Stocks & Bonds (S&B), A, Swiss Elim, Conlinuous iwo 1- 

br rds. Mosl earnings wins. G. Sauer, Fr 14 [4-51 

Stonewall Jackson's Way (SJW), A. Swiss Elim, 

Continuous, four prelim rds using scenarios 1, 3, 4 & 6. 
Top four advance to SE in scenarios 2 & 5. A DEMO game 
of Stonewall in Ihe Valley will run concurrently as part of 
the Great Campaigns of the ACW series competition, K. 
Lee, 99 West St, Tunkhannock, PA 18657. FR 9 [4-6] 

Storm Over Arnhem (SOA), B, SE, Heats. 3-hr rds. Musi 
win in one of the prelim Heats to advance to SE Th 14. S. 
Koleszar. We 19, Til 10. [1] 

The Russian Campaign (TRC), A, SB. Continuous, five 
4-hr rds. Ten-turn *41-'42 scenario. Bid for sides using 

Kursk line as reference. Cumulative Weather DRM for bal- 

ance. R. Beyma, 109 Brenlwood Circle, Pocomoke, MD 
21851. Th 19. [2-4] 

Third Reich, 4th Edition (3R4), A, SE, Conlinuous 10-hr 

rds using '39 scenario or mutual choice. GM provides vari- 
ant substitutions. D. Bowman. Th 10. [1-0] 

Tilan (TTN), A. Swiss Elim, Heats, Continuous 5-hr, 4- 
player qualifying Heats will run We-Fr. Entry limited lo 6 
Heats. 16 advance to SE Sa 9. B. Wolff III. We 20+. 

Tilan 2 (TT2), A. SE, Continuous, five 4-hr rds of two- 
player Tilan. D. desJardins, 375 Nassau St., Princeton, NJ 
08540. Th 10, [1-3] 

Title Bout (TBT), B, SE, Continuous, four 1-hr, 8-rd 
heavyweight tights leading lo a 15-rd finale. L. Pratl, 5249 
Wcstbreeze Court, Hilliard. OH 43026. Fr 20. ]6] 

Turning Point: Slaifngrart (TPS). A, SE, Continuous, 6- 
hr rds. One week games with tie-breakers. Bid VPs for 
sides. 3rd edition rules. First round segregated into 1500+ 
and <I500 rated players. H. Jones, 117 Locb Shin Dr., 
Moon Twp, PA 15 108. Th 10. [1-3] 

TV Wars (TVW), B, SE, Continuous, three 2-hr rds. R. 
StakenasILFr 16. [5-6] 

•• TV Wars Jr (TVJ), B, SE, Continuous, two 2-hr rds. S. 
Vessey. Sa 19 [8-91 

Tyranno Ex (TYX), A, Swiss Elim. three 4-hr Heats. Mosl 
wins in prelim picks 4 finalists with highest VP as tie 
breaker. T. DeMareo Th 20 [3J. Fr 18 [5-6], Sa IB [8-91 S 

•■ Tyranno Ex Jr (TXJ), B, SE. Continuous, two 3-hr rds. 
K. Stroh . Su 9. [0] 

Unlimited Civilization (UCV). B, SE, a quick Civilization 
variant featuring unlimited number of cards in hand, lokens 
on ihe board and cities built. Also metropolises, 
iron/bronze weaponry, and trade/card marketplace, 5 
advance to Thl4 Final. J. Scarborough, RRI Box 160, 
Payson, 1L 62360-9743. We 18, Th 10 [1], 

Up Front (UPF), A. Swiss Elim, Continuous, 75 min. rds. 
5 qualifying rds; 3 wins needed lo advance to SE. 
Qualifying scenarios are D/Q, F/U, US, W/X. N/R. No 
scenario restrictions in SE. A. Maly, Th 10 [1-3] 

Victory In the l*acifie (VIP). A, Swiss. Continuous, seven 
5-hr rds. G. Petroski, 210 W. Hunt, Twin Lakes, W[ 53 181 . 
Fr9. [4-0] 

War & Peace (W&P). A. SE, Conlinuous four 3-hr rds of 
ihe first (1805) scenario using 2nd Ed rules. B. Jackson, 
1332.Standard Ave, Ehnont, NY 1 1003. Br 10. [4-6] 

War At Sea (WAS), B, Swiss Blini. Continuous, five 2-hr pre- 
lim rds, 4 finalists advance to SE. Must win by > 2 POC for full 
win. Bid for sides. Accelerated US entry. B. Monnin, 177 S. 
Lincoln St, Minster. OH 45865. Th 10. [ l-3[ 

Waterloo (WAT). A, SB, Conlinuous, four 4-hr rounds. A 
7 PM turn will be added to first four days for a total of 28 
turns. Players may bid for PAA by sacrificing number of 
reinforcement factors lost. L. Lingle, 4307 N, Carolina Ct. 
Harrisburg, PA 1 7 11 2. Th 1 9 [2-4] 

We The People (WTP), A. DE, Continuous, eight two-hr 
rds. Bid Controls for sides. Draws count as half a loss. G, 
Seary. 2307 Tracy St, Endwcll, NY 13760. Sa 9 [7-9] 

Win, Place & Show (WPS), B, SE, Continuous, two 2-hr 
rds, J. Burnett, Sal 9. [8-9] 

«- Wizard's Quest Jr (WQJ), B, SE, Continuous, two 3-hr 
rds. B. Navolis. Fr 9. [4] 

Wooden Ships & Iron Men (WSM), A, League, 
Continuous, six 2-hr rds. W. Rohrbeck, P, O. Bon 741, 
Goffstown, NH 03045 Fr9. [4-6] 

World at War (WAW), B, SE, Conlinuous. three 4-hr rds 
using Manslein's Solution scenario from STALINGRAD. 
Hol-seal human opponent and all default options. Limited 
10 first 8 pre- registrants, V. Alonso. Sa 10 [7-81 

Wrasslin' (WRS), A, SE, Continuous. Elimination boul. 
Each player receives a stable of three wrestlers. R. Waters. 
Sa 9, [7[ 

Wrasslin' Battle Royal (WBR). A. SE, Conlinuous. GM 
selects wrestlers. R. Waters. Su 11. [0] 

«- Wrasslin* Jr (WRJ), A, Swiss Elim. Iwo 1-hr prelim 
rds wiih lop eight advancing into another two-rd session to 
select two finalists. Most wins advance with lies broken by 
damage inflicted. S, Duncan. Sa 14 [7-8] 

Wrasslin' Tag Team (WTT), A, SE, Continuous. Best 2 
of 3 falls per maich. Form your own teams. GM selects 
wrestlers. R. Waters. Fr 10. [4] 

Interfaith Keligious Service hosied by J. Poinske. F, 
Hamrick, and G. Pelroski. Su 7:30 


August 2nd -6th, 1995 

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Registration and Open Gaming will begin Wednesday, August 2nd 
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I 3345 


(Continued from pg. 30) 

(Gen. V. Kolonya, Strategic Air Com- 

Good news from our submarine forces! 
One American carrier sent to the bottom, fol- 
lowed by one of her escorts, a Ticonderoga 
class! 1 was beginning to think that I was 
fighting this war by myself with my airmen. 

Yangon airfield is now at 100% opera- 
tional capacity; it would serve us better if we 
had our planes up to full strength. I will never 
figure out why the Yankees haven't attacked 
our airfield in Port Blair. For now, I will send 
them a reminder that it is there. 

AiiJ J °ii!se 

Okay, Green seems to be disregarding the 
airfield at Port Blair. The CV Lincoln is on the 
bottom, but the America is still out there some- 
where; it's disappeared again, and there's 
another one of those "unknown" counters where 
it should be. 

We're close to the end of the game, I don't 
think he's going to miss out on putting a CV 
within the mission objective range. 


• 5 NBS at Yangon airfield ordered to strike the 
unknown contact 

• 4 FS at Port Blair ordered to bomb the 
unknown contact 


• CG Fox destroyed. 

Well, better than nothing. 


The CG Fox is sunk by AS-6 Kingfish mis- 
siles from Yangon' s Tu-I6 Badgers. If only the 
America could still conduct air operations, I 
might have been able to provide the retreating 
ships with some air cover. Damn! I was so sure 
I'd neutralized that air field. 

Banda Aceh and Diego Garcia are the only 
remaining bases for air power. I want to keep 
VP-23's P-3C's Orions ready to prosecute any 
sub contacts, so I won't use them for recon. 

Banda Aceh's VP-26 (Orions with Har- 
poons) and VMFA-121 (Hornet Ds with iron 
bombs) wreak further damage on the crippled 
Indian fleet: the FF Ganga and the DDG 
Mysore, both already damaged, are sunk. 

DAY 3; 0800 HOURS 



• The Orion launches her last two Harpoons at 
the DDG Delhi, sinking her. The rest of the 
Indian ships have scattered and fled. The Key 
West, firing her last cruise missiles at Car 
Nicobar to no avail, is now depleted of 

• The Honolulu attacks the damaged SSN Nogin 
and the Seawolf moves to attack the newly con- 
tacted SS Grif. Unfortunately, neither sub is 
successful. I'm beginning to suspect that the 
SSN Nogin is the undersea equivalent of an 
indestructible Flying Dutchman. 

The Orion launches her last harpoons at the Delhi 

JOURNAL ENTRY: DAY 3, 01300 HRS (General V, Kolonya, Commanding, Theatre Air 

I am convinced that Central Command has saddled me with inept pilots! Yet again, an attack 
on Banda Aceh is repelled. Yet again, my pilots cannot light past a CAP. Is that not what these 
men are taught? Is that not what they are trained to do? Would I perhaps be better served spitting 
on Banda Aceh from a chartered Aeroflot plane? Well surely they will fare better against unde- 
fended naval contacts, now that the American carriers are gone. 


Damage Report: 

• SS Grif and SSN Nogin were undamaged by 
ASW attacks. 

* DDG Delhi was damaged in the attack. I took 
the next phase for my surface groups to move 
the remaining vessels south as fast as they 
could steam. 

■ CG Gates was hit by torpedoes. If I can just get 
lucky enough to stumble across the America, I 
can close this victory point gap and ensure a 
draw, if not outright victory. 

During Green's sub phase at 3:0800, DDG 
Delhi was finished off by torpedo attack. Funny 
how 1 haven't seen an American submarine 
since the start of the game. 

At this point, the game was pretty much 
moot as far as my forces are concerned. With 
only a few submarines and minor surface 
escorts, and her air assets reduced to approxi- 
mately 159c strength, it was just a matter of 
Green mopping up the stragglers and damaging 
the airfields. 


I had been tempted to use both squadrons of 
Hornets out of Banda Aceh in last turns air 
strikes on the Indian fleet, especially since there 
are no more Russian carriers. But it's a good 
thing I left the Hornet C variants on CAP: Su- 
24s of 4FS, MiG-29As of 7FS, and Tu-16G of 
5NBS were turned back (the Badgers were dam- 
aged to boot!). 

The CG Gates takes seven torpedoes, but 
remains afloat. 

In full flight south into the West Sumatra 
Zone (but bearing slightly westward, so as to 
draw any pursuing subs as far as possible from 

the wounded America), the DD's O'Bannon and 
Foster fire a dozen cruise missiles at Car Nico- 
bar. The damage is negligible. 

From Banda Aceh, the Orions of VP-26 and 
the Hornets of VMFA-121 attack the remnants 
of the Indian fleet, sinking DDG Rajput. As 
long as he doesn't stumble upon the America, 
I'm bound to win this bloodbath on points. 

DAY 3; 1600 HOURS 


Where is the America'} A Tico and Spruance 
were sunk! So where is the ship they're sup- 
posed to be escorting?!? 


My margin of victory narrows: his sub- 
marines find and sink the CG Gates, and the DD 
Foster. And I still can't see them! 

The Honolulu sinks the last visible Indian 
ship, the Ravnir, with a flurry of Harpoons, while 
the Sea wolf searches for Russian subs, hoping to 
set up a final blow. The phase ends with no con- 
tacts. God, how I'd love to sink the Nogin ! 


Surely I cannot go wrong yet again attacking 
a "?" contact. However, the law of probabilities is 
against me. In a repeat of the Fairfield incident, 
my planes attack the SC Mayagmz- This time, 
however, they manage to sink the neutral ship. 

The next day, a small article in the Russian 
Military Journal notes that the Commander of 
Theatre Air Operations, General Kolonya, was 
arrested and placed under mental evaluation for 
opening fire with his sidearm on Tupolev pilots 
returning from this sortie. 



As sad a day as it is for the crew of the SC 
Mayaguez, a tanker flying the Panamanian flag, 
we're overjoyed that Russian planes have sunk 
the neutral tanker! World opinion will be turned 
against the perpetrators of this brutal and indis- 
criminate attack (and Alan will be penalized ten 
points!). We're silently thankful that no such 
misfortune befell us when we gambled that an 
unidentified contact was one of Russia's carrier 
task forces. The CV America and her sole escort, 
the DDG Chandler, limp southwards, while the 
DDG O' Barman looses her last four TLAMs at 
Car Nicobar. The airfield is damaged slightly. 


The final result was a victory for the Green 
Player; however, it was pyrrhic. The points were 
close in the end, and based on losses of assets. 
Green failed to achieve its mission objectives. 


Since it's the last turn of the game and there 
is no threat of reprisal, both Hornet squadrons 
(VMFA-I21 and -122) and a squadron of EA- 
SE Prowlers (VMAQ-2) attack Car Nicobar, 

further damaging the airfield and securing a vic- 
tory point bonus. 

Neutral Commentary 

Pinal Score 



Ships destroyed 

1 Of) 


Planes destroyed 



Bases damaged 


Neutrals destroyed 


Scenario margin 






Although the three day conflict was bloody 
for both sides, the Russian military presence in 
the area was utterly decimated. As Banda Aceh 
was reinforced with more fighters and bombers, 
American air superiority was quickly estab- 
lished and ASW patrols drove out Russian sub- 
marines. The area was secured for the damaged 
carrier CV America to anchor off Port Blair, 
where a sole helicopter landed and was given 
command of the base by a high-ranking Russian 
mili tar) official, Marshall P. Ivanov, who 
departed with the last Tupolev recon plane. 

President Buchanan's approval rating shot to 
an all-time high as relations with Tokyo warmed 
considerably over the securing of this strategic 
point along Japan's line of supply. 

Secretary of State Quayle went on to become 
one of history's most successful statesmen and 
Secretary of Defense Gingrich was soon known 
as the leading geo-political strategist next to 
Henry Kissinger. Chairman of the Joint Chiefs 
of Staff T. Wesley Chick, despite impassioned 
public pleas to run for public office, retired to a 
quiet life of writing for wargaming journals. 

The following is a transcript of an ABC "Night- 
line" interview with noted military historian 
Percy Dovetonsils, which took place on April I, 
1999. Dovetonsils, the author of the acclaimed 
work Dunderheads.' An Impartial History of the 
Gulf War. has recently released his new book, 
entitled They Blew h! An Impartial History of the 
Indian Ocean War. 

NL: Welcome, Mr. Dovetonsils. President Buchanan 
now enjoys the highest approval rating among the 
American people since President Clinton sent Jimmy 
Carter to Iraq as his "Ambassador of Goodwill" four 
years ago. 1 take it you regard President Buchanan's 
popularity as something of a sham? 

PD: You bet I do! The Battle of the Bay of Bengal 
was one of the Navy's worst defeats since Pearl 
Harbor. For the first lime since World War II, we 
lost an aircraft carrier. A second carrier was on the 
verge of sinking, and was saved only by the valor of 
its crew and Russian incompetence. We also lost 
several escorting cruisers and destroyers, and the 
Australian and Indonesian Navies were virtually 
annihilated. Some victory! 

NL: But isn't that something of an exaggeration, 
Mr. Dovetonsils"? After all. warfare is a dangerous 
occupation. Yes, we lost ships; but we accom- 
plished our mission in die end. And how can you 
take away from President Buchanan that marvelous 
"media moment" when the Russian flag at Port 
Blair was hauled down and the American flag was 

PD: Big deal! We bask in the glory of a so-called 
military victory without examining whether or not 
we could have done better or whether we achieved 
everything that we wanted to. Let me point out the 
following facts. At the beginning of the war, Presi- 
dent Buchanan ordered the Navy to fulfill two rel- 
atively easy tasks: first, destroy the enemy airfields 
in the Andamans and Nicobars; second, establish a 
"no-fly zone" and naval blockade around the 
islands so that enemy reinforcements could not be 
transported there. We had two carrier battle groups 
to accomplish this task, and guess what? Neither 
carrier group ever got close to the islands! They 
never even launched an air strike against them! 
Heads should have rolled! Our modem admirals 
seem to carry out naval warfare more like Mr, 
Peepers than Bull Halsey. 

NL: Are you saying that the Navy lacks aggres- 

PD: You're damn right I am! If it hadn't been for 
the Marine pilots at Banda Aceh and 
a few aggressive submarine captains, our butt 
would have been Russian goulash! Our whole 
strategy in the war was flawed. In the original 
secret operations order for the campaign (I 
obtained a copy from a highly reputable wargame 
company in Baltimore), our admirals frequentiy 
discuss "phase lines" and "Protective screens." 
Hell, they've always said our carriers are unsink- 
able. We should have gone straight for the objec- 
tives and bombed the hell out of them! Instead we 
watted for the carriers to rendezvous while they 
"skirted" the edge of the battle area. The delay 
caused by this strategy was disastrous. We hit the 
two airfields — our major objectives, mind you — 
only with a weak cruise missile attack, not the full 
force of two carrier air wings. John Paul Jones is 
rolling over in his grave! We worried more about 

what the enemy was going to do rather than focus- 
ing all our efforts on what we wanted to do. We 
should have. . . 

NL: Excuse me for interrupting, Mr. Dovetonsils. 
but you've made your point. Let's move on. You've 
said that we had nothing to fear from the enemy. 
Isn't that a rather bold statement considering the 
enemy very nearly annihilated our fleet? 

PD: No! The only reason we managed to hold on in 
this war is that the Russian and Indian admirals 
were even dumber than yours! The whole Indian 
Navy calmly sailed into the middle of this thing 
with no air cover except for two crummy little 
VSTOL carriers. And you know what? They got 
creamed big time! Big surprise! 1 hear that Indian 
Navy admirals have learned the art of war from the 
writing of General Bumside. And how about the 
Russian bomber pilots, who attack first and ask 
questions later? They sank a neutral ship, die 
Mayaguez, and very nearly sank another one, the 
Fairfield, If it hadn't been for that, who knows how 
world opinion would have gone after this war. 
Finally, die Russians lost practically tiicir entire 
Indian Ocean air force by insisting on pressing their 
attacks against the Marine air base at Banda Aceh 
when it was clear that it should have been softened 
up with cruise missiles first. They lost a hell of a lot 
of good pilots and aircraft that way. 

NL: Quickly, Mr. Dovetonsils, we have to go to a 
commercial break soon. What does the Navy have 
to learn to do better next time? 

PD: A lot. First, focus plans more dirccdy on the 
objective. Second, become more aggressive in ful- 
filling those plans. Third, modify and improve tac- 
tical performance. I haven't talked much yet about 
this last problem. In the recent war, we saw Ameri- 
can and Allied ships dispersing or operating indi- 
vidually. This was obviously done to enhance detec- 
tion capabilities and to confuse the enemy. This is a 
no-no! Ships operating individually on picket duty, 
as well as those of the Abraham Lincoln battle 
group — which scattered and retreated after the Lin- 
coln was sunk — turned out to be dead meat. The 
Australian and Indonesian task forces were also lost 
due to this faulty tactic, and now the newspapers in 
those countries are blaming the American admirals 
for this disaster. And you know what? They're right. 
In die teedi of enemy air power and modem SSMs. 
surface ships should group together. Don't they 
teach that at the Naval Academy anymore, or are 
diey too busy with their latest sexual harassment 
case? I also detected a certain timidity in the use of 
our shipbome weapons. If we have 'em, why not 
use 'em? Holding off on attacking the enemy air- 
fields with cruise missiles on the first day was a 
fatal mistake. And when we did finally let loose 
with Tomahawks on die second day. it was at Yan- 
gon, not at Port Blair or Car Nicobar! When I was 
in the Navy as a Deck Swabber First Class, we used 
to say "Shoot first and shoot a lot, and they won't 
get to shoot back." Unfortunately, it turned out it 
was the Russians who successfully achieved this 
lactic. We hardly even got a chance to use our 
vaunted Harpoons! 

NLt Thanks Mr. Dovetonsils, we're out of time. 
Now let's give our callers a chance. Caller, are you 
there? Go ahead, caller. 

Caller: Hi, Ted. Love your show. This is Boris call- 
ing from Siberia... 



HW4 •$mts&t'M& 'Jt 'j-JiiiLtatalfeMi 

Uiiouaa Ir<jin u iiivrin-J uffunttuiilaiiUl 

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One Man's Play of 



Let me start by saying that I found 
to play. I've been gaming for 25 years 
and as much as I enjoy ii, at this point in my life 
(with an intense job and young family) I just 
don't have the time or the patience to hack my 
way through a 50 to 80 page rule book. I want 
something that's quick, playable, fun and intelli- 
gent. ASA filled those requirements. The basic 
rules are roughly 10 pages long with perhaps an 
additional one to two pages in special rules for 
each of the five historic Civil War battles fea- 
tured. Yet, as easy as it is to pick up, ASA has 
sufficient variables to keep an experienced 
gamer interested. 

En particular, the game has a phased move- 
ment system, wherein each game turn the player 
never knows which side gets to move first, sec- 
ond, or third or when combat will occur. This 
innovation more closely resembles real combat 
which — as many of you know in playing the great 
struggles of our past — never unfolds in a nice and 
neat orderly manner. Sometimes, your soldiers 
attack or are attacked before they're ready. This 
feature of random phases of movement and com- 
bat also makes this game a very strong solitaire 
candidate. No matter how you may plan both 
side's strategies, the randomness of the battlefield 
will cause each game to play differently and force 
you to change strategies in mid-flight. 

The game system is also true to Civil War 
combat in two other aspects: 

1 . The combat is usually attritional. Rarely 
does one side completely wipe out the 
other, without taking its own lumps. 

2. If all factors are equal, the advantage 
generally goes to the defender. In this 
game, as often displayed in the "real" 
Civil War, commanders try to attack at a 
2-1 advantage. 


I've chosen to replay the First Battle of Bull 
Run. This was the first major battle of the Civil 
War. Held about 20 miles south of Washington, 
both sides rushed into combat before they were 
fully trained and ready. Public opinion on each 
side was convinced that they would crush the 
other in this one major battle, after which the 
war would be all but over. 

General Irvin McDowell of the Union Army 
with his 37,000 troops marched down to face 
General G.T. Beauregard of the Confederacy 
with his 20,000 troops. The wild card was Gen- 
eral Joseph Johnston's Confederate Army of the 
Shenandoah which, with 13,000 men, was 40 
miles away and rushing to the scene by rail. 
Therefore, within this game the Union player has 

By John S. Wamboldt 

to strike hard and fast and hope to roll up as much 
of the opposidon as possible before General John- 
ston evens the odds. The Confederate player has 
to hold out, retreat strategically, grab the best ter- 

rain and allow time to be his ally. On the map, 
there are three strategic hexes that the two sides 
will attempt to control. At the beginning of the 
game, the Confederate player controls all three. 


7:00 am— Union General Tyler has over 12,000 
troops and 20 cannon massed within striking 
distance of Stone Bridge (a key strategic 
bridge). Rather than spread them out and ford 
Bull Run Creek in several locations, to keep the 
Confederate troops from concentrating, Tyler 
decides to lightning-strike the Stone Bridge with 
his entire force. His hopes are to steam roll the 
1,200 Confederate troops there and "acquire" 

Henry House Hill; from there, he can control the 
surrounding area. Unfortunately for General 
Beauregard, his forces are strung along the Bull 
Run and have no idea where the strike will be. 
While this occurs, 5,000 troops from General 
Johnston's Confederate Army of the Shenan- 
doah rush northward before it's too late. The 
turn ends with the Stone Bridge about to become 
a killing ground. 


8:15 am — General Beauregard has a tough deci- 
sion — what does he do with the 1 ,200 men hold- 
ing Stone Bridge? The random marker system 
gave him the opportunity to move first. Does he 
retreat his brigade to Henry House Hill — in 
which case the Union Army will come pouring 
across Bull Run — or does he keep them there? If 

they stay, and the random marker system first 
gives the option of a Confederate attack, the 
Confederate Brigade can make a strategic fight- 
ing retreat without loss. If, however, the Union 
forces attack first, Confederate General Evans 
Brigade will face massive odds. 










— 1 '*" 

a r- 

— . 


Beauregard couldn't allow free access across 
the Bull Run, Evans stayed and the odds went 
against them. General Tyler's army smashed 
across the bridge, taking out Evans Brigade, and 
now it's a foot race to the Hill. Generals Bee and 
Bartow are just 1 ,200 yards to the Hill from the 
south, as the Army of the Shenandoah rushes to 
assist. But suddenly 8,000 Union troops enter 
the map at the North border under General 
Hunter. If they move down unimpeded, the Hill 
will be between Union pincers. 


9:30 am — This time it's the Confederates that 
catch a break. Being allowed to move first, 
Beauregard's troops reach the Hill, on the East- 
side with Johnston's troops grabbing hold of the 
West. Had Tyler's Union boys been able to 
move first, the Army of the Potomac would have 
been caught out in the open and this could have 
been a very short game. As it is, General Tyler, 
rather than rush into a gauntlet of cannon and 
infantry in a wooded hill, has massed his troop 
again to rush the cannon position. He hopes to 
pick off the Confederate Brigades one by one. 
He'd better hurry though; General Thomas E. 
Jackson and 3,000 more Confederate troops are 
about to enter the map from the South, while 
General Heintzelman and 7,000 more Union 
troops enter from the North. 


10:45 am — A rout is in the making, the Rebs 

gained strong defensive position and then inex- 
plicably chose to attack. Far outnumbered, and 
caught between the pincers of General Tyler and 
Hunter's Division, the Rebs lost two cannon 
brigades and 4,000 men in an hour. The Union 
forces are within a hair of gaining the hill with 
infantry from both forces charging in from 
North and South. 

This game so far is a perfect example of 
how the phased marker system can affect a 
game and closely resemble genuine combat. As 
in real battle, the chaos of the moment can 
cause armies to attack or be attacked before 
they're ready. In this game, the random order 
within each turn, forces a commander to think 
quickly and often causes momentum to switch 
several times within a battle. 


12:00 pm — The Union Army has gained Henry 
House Hill, wiping out the last 1,600 men who 
were surrounded. In the five hours that this bat- 
tle has raged, virtually everything has gone the 
Union's way. The Rebs have lost 6,000 men 
without any serious loss to the Union Blues. The 
steamroller has crushed forward under the 
weight of its numbers. However, General 
Thomas E. Jackson and 3,000 troops have 
reached the Southern base of the Hill. He must 
hope to be given the opportunity to attack before 
the Blues can amass more defense. 


1:15 pm — General Thomas E. Jackson drew 
first blood. Rallying the remnants of General 
Bee's Brigade, the 6,000 infantry men stormed 
and decimated the full cannon brigade of Gen- 
eral Hunter's Union First Division. From a 
quality standpoint. General Jackson is the 
highest rated soldier in the battle and remains 


the Confederate's mosL potent weapon. A full 
skirmish line develops with Generals Jackson, 
Bee, Bartow, Hamilton and Sheth lined up 
against virtually the complete power of General 
Tyler, Hunter and Heintzelman's divisions. 
Over 37,000 infantrymen and three cannon 
brigades are about to unleash their fury at point 
blank range. No one can go anywhere except 
right at each other. 


2:30 pm — Jn the actual battle, General G.T. 
Beauregard looked out across the battlefield and 
seeing General Jackson withstand tremendous 
odds, exclaimed "Look at Jackson's Brigade! It 
stands there like a stone wall!" In my recreation, 
"Stonewall" Jackson lived up to bis name. The 
battle exploded immediately with Bartow and 
Sheth' s Confederate Brigade being swept off the 
map before the onslaught. Hampton was forced 
into strategic retreat twice. This left General 
Stonewall Jackson to face practically the full 
force of the Union line with just his and Bee's 
brigades, and he did so magnificently. The first 
attack by the Union caused them to be thrown 
back in retreat. They came at him again, from 
two sides. Jackson took a hit but again stood 

strongly. At this point, more reinforcements are 
hurrying from the South. They may well be too 
late. Still, the Union Army is now 5,600 
infantrymen lighter than they were an hour and 
two attacks ago, as Stonewall demonstrates the 
sizable difference between a top general and the 
green (but eager) Union troops. 

As we enter the next turn, the Rebs must 
hope that they are allowed movement (to bring 
up the reinforcements) before combat. A rever- 
sal of that order may well end this game. 


3:45 pm — General Johnston is able to move the 
remnants of his army up and then full combat is 
launched. The batde becomes truly attrilional 
which is a war the South cannot win. General 
Stonewall Jackson is thrown back at the loss of 
Bee's Brigade but at the same time causes even 
further damage to Hunter's 1st Division and 
Heintzelman's 3rd. Yet, this battle becomes a 
microcosm for the entire Civil War as the North 
keeps throwing numbers at the South. General 
Jackson caused damage, but Heintzelman had 
4,000 more troops and a full cannon brigade to 
throw at him. General Beauregard finally 
brought up reserves; but General Tyler moved 

his forces across, to cut them off. Barring a bat- 
tlefield miracle, this game is all over, whether 
the fat lady feels like singing or not. 


5:00 pm — The game has come to a close. 
Heintzelman's 3rd took one last run at Stonewall 
Jackson (folly at best with Jackson having a hill 
at his back and a stream protecting his front), took 
his lumps and backed off. The Union Army, hav- 
ing accomplished its goals with complete control 
of the strategic objective hexes, drew a line of 
defense across the map and challenged the Rebs 
to come at them. The Southerners, down to their 
last 8,000 troops and facing two and one-half 
times that many, lost heart and decided to fight 
another day. 

As are the rules of this battle, if either side 
should achieve victory at this point, the battle 
ends. The Union Army has won decisively. 


I've played this battle many times and have 
never had the Union Army take control of as 
many as two strategic hexes, much less sweep 
the Confederacy right off the hill. Historically, 
the Rebs controlled all three hexes with great 
loss of life on both sides. My battle was bloody 
enough (9,000 Union soldiers lost, 1 1 ,000 Con- 
federates) but with the different conclusion. Yet 
that's the fun and beauty of this game. You 
could play the exact same strategy repeatedly 
with very different outcomes and it's not 
because of a dice roll. It's because the game sys- 
tem recreates the havoc that happens within each 
well-planned campaign, when the plan hits the 

In real life, both sides walked away from this 
battle with the cold realization that the Civil War 
was going to be a long and bloody affair, and I 
believe you will walk away from ASA with the 
realization that it's a lot of fun. jl, 

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Eight Steps... (Continued from pg. 19) 


Support weapons break down, bin you can fix them. Nothing lusts 


A 10.1 -lfl,72 

Morale, Rout, Rally, and Leadership, This is anotlter involved but criti- 
cs] section of rules. Skip 10,53? until Conceal men I is introduced later. 
Note changes to the rout restrictions and the new ways to become DM. 
There are a couple of new concepts heie, including interdiction, low 
crawl, and a terrain bonus for Rally attempts. 


This introduces the basic infantry Close Combat procedures. More 
details will be added later. 

A 17 

A leader who is Casually Reduced becomes wounded instead of elimi- 
nated, litis concept was introduced with COD. 

A2I. 1-21.12 

Use this sectiort should you capture an enemy MG in Scenario A, 

A26.1-2b.U; A2GA 

Hex and building control Victory Conditions are what you need to do to 
win the scenario. Note that, if you don't win, your opponent docs. 

You have now read utmost enough to play Scenario 
A. There are only a few remaining rules in Chapter B 
that apply to Board I. These are essentially the same 
as the corresponding terrain rules in the first SQUAD 

B.I; B.2; B.7 

These ate some general terrain rales you should be familiar with. 


Open Ground. Pay attention to those three lines dealing with PFMO. 

B3. 1-3,4 

Roads. The road bonus introduced in COI is retained in ASL 

B 13. 1-1. 1,2: B13.4 

Woods. Tlrcre are a/en' trees in Stalingrad. 

B23.1-23.2; B233-23.31; B23.4 

Buildings. For simplicity's sake, treat all buildings in your first playing 
as having a ground-level only. It will gel more complicated soon enough. 

Congratulations! You have now ingested the 
biggest block of rules in ASL. And you are now ready 
to play ASL Scenario A. For those of you who don't 
have Scenario A. simply modify Scenario I from 
SQUAD LEADER as follows: Remove one LMG from 
building F5. Remove one LMG from building 17. To 
"completely occupy" a building, il must be Controlled 
as per A26.12. 

If you are using the published Scenario A, disre- 
gard the Balance Provisions. ELR, SAN and Special 
Rule #2, In either case, treat all the buildings as hav- 
ing ground levels only, ignoring Ihe stairwells. They 
lead to places that will just confuse you at this point. 

Play ASL Scenario A once; re-read these rules sec- 
tions; switch sides and play it again. Then you (and 
your opponent, of course) will have mastered the 
basics of ASL and you will be ready for: 


The Advanced Infantry System 

You have at this point digested the essence of the 
ASL system. Now, onward to your next objective — 
the more advanced concepts that bring the flavor to il. 
These rules build upon the rules introduced in Lesson 
I , They add more variety, options, and weird possibil- 
ities to the stew. Some of these rules are brand new 
with ASL. and othent are based on rules introduced in 
the original system. 


There is a limit on morale. A number of these advanced rules can 
Increase a unit's morale (Comtnissar. Human Wave, and Battle Harden- 
ing for example). 

A 1.31 -1 .32 

Deploy nieot and Recombination of half-squads was first seen in COD. 


The "Unit Size Number" is needed for Concealment purposes in this les- 
son l and it has some otlter uses that you will ran into later. 


Minimum Move is a handy rule to remember in some tart situations. It 
sometimes is needed when a tired squad is dragging that heavy Russian 
MMG into a building in this scenario. 


With Infantry Overrun, no longer can a solo leader block the road to vie- 
lory on the last turn. 


Infantry Bypass Movement was introduced in COD. You should remem- 
ber it welt by the time you are through, 


Double Time (huff, puff) is very little changed from the days of COD. 


This rule makes it safer to dash across those narrow city streets. The 
roads in European cities and towns are rarely 40 mesere wide, us on these 
boards. This rule partially compensates for that anontoly. 


A building can be Difficult Terrain if you are dragging a Russian MG. 


Units can be Temporarily Immobilized (Tl) when searching and mop- 
piug-up. as well as for many other actions introduced in later lessons. 

AS, 12 

A typical LOS is traced to other points dian the hex center dot. This is 
now needed for Bypass Movement and Snap Shots. 


Blind hexes can be formed by buildings or woods (now [bat our build- 
ings suddenly have upper levels). It is possible for some units to see over 
woods and lower buildings. It is unlikely that 6-41, 6.42 or 6-43 will 
come into play in Scenario A, but they will be important later, 


This rule can apply to units on different levels in a building. 


Squad Spraying Fins can be used by German suuads and the Russian 
Guards. This rule is a generalization of the Spraying Fire introduced in 
COI ami Gl. 


Assault Fire, introduced in Gt for the Americans, can be used by the 
Russian Guards in this scenario, 


Berserk units, which you will run into occasionally (always at (he least 

convenient limes), ate restricted in joining a Fire Group. 


Encirclement is another innovation in ASL In Scenario A, it makes it 
tough if yon get trapped defending the upper levels of a building. 


Cowering was first brought to us in COO. II doesn't often have an effect, 
but it provides it real reason to put an S-0 leader on the line. 

Snap Shot (nothing to do with taking pictures] is another innovation. Il 
can be used to nail that squad streaking from building to building, 

AB.223-8.224 AB^4 

How Residual Fire interacts with the Snap Shot, Cowering and Spraying 

AK-31 1-8,312 

Triple Point Blank Fire can occur against Berserk units in this scenario. 
and against cavalry and vehicles in later ones, 


Some MG in some terrain have a limited Ficid of Fire, 


.MG Fire l -aires, Tliis rule is the real replacement for Penetration from 


Mandatory Fire Direction for long-range MG Hie is sum too important in 

eily-fighdng, but can be crucial once you reach the hills and fields of the 


A9.5; A9.52 

MG Spraying Fite is a modification of Spraying Fire rules introduced in 



Dismantling of Support Weapons to make them easier to transport was 
first introduced in Gt 

A 10,533 

This rules seel ion covers the effects of Concealed units on routine units. 


The effect of Stealth on Close Combat resolution may come into play in 
this scenario if a Hero is created. 

At 1.18 

The effect of Lax on Close Combat resolution may come into play in this 

scenario if a Conscript unit is created (which is far more likely than Hero 



This covers the case of Concealed units in Close Combat. 


Withdrawal from Mclcc and Infiltration add yet more options and possi- 
bilities to Close Combat. 


Ambush is an innovation new with ASL It certainly makes things more 
interesting. Also, the case of prisoners attempting to escape is first men- 
tioned here (and treated in more detail later). Skip Al 1.31 until vehicles 
are introduced to your play. 

A1 2.1- 12.6 

Concealment was first instituted way back in the original Scenario 1 of 

SQUAD IMADF-K. Mopping Up and Searching are new actions. Note 

that there arc no "Scouts'' in ASL. 


Snipers. This procedure replaces the sniper counters introduced in COD. 


The Heal of Baltic section replaces the old rales covering Berserk. 
Baltic Hardening and Hero Creation (rules that seemingly changed con- 
stantly in the old system), Here. loo. is one of the ways to surrender. 


Field Promotions were also introduced in COD. but in ASL this rule also 
gives units widtout a leader a chance to rejoin the hatde. 

A 19. 1-19.13 

Unit Substitution replaces tarns that roll badly enough on a Morale 
Cheek with inferior substitutes. Watch your brave Eroops turn into wimps 
before your eyes, 

A 19.2-19.36 

These rules detail how your Conscripts will act once they are created. 
Skip A 19.34 until the appearance of vehicles. 

A 20 

This covers a couple of ways of taking prisoners, and the rules covering 
(hose unfortunates. Prisoners can try to escape, and they can be massa- 
cred. The most important rules to study here arc 20.2 1 and 20.3. Con- 
centrate on the rest of this section only when a unit is actually captured. 


The Rtissians arc coming. 


The Russian Commissar is an ASL innovation, 


The Human Wave is also new with ASL The Russians ane really com- 
ing! These rules grant the Russians some of their special flavor. 

Now for the architecture lesson, as you master lite intricacies of some of 
the different types of buildings in ASL and visit Ihe upper floors. 


It is now possible to see over buildings and woods. 


Different types of buildings. Skip B23.2I I (lumberyard) and 23.24 
(ihiiti-lcvel structures), which aren't needed in this scenario's playing - 

B23.42-23 .422 

Upper levels of buildings. This has important implications in Scenario A, 

as ytHi will soon learn. 


The Verier Aiming Point is an exception to LOS triced to the center of 
a hex. It applies to Bypass movement and to Snap Shots. 

Play ASL Scenario A again, using all ihe rules that 
you have just read. You will find that it feels much dif- 
ferent, (he problems more complex and the solutions 
to them less obvious. You are starling lo polish your 
tactical skills if you can come to consistently win Sce- 
nario A with all these rules in force. 

If you do not have the updaied Scenario A from 
The GENERAL, modify the old SQUAD LEADER 
Scenario I as described at the end of Lesson 1. Also. 
give the Germans an ELR of "4" and SAN of "6" (he 
Russians have an ELR of "3" and SAN of "6". 

By this point, you have encountered most of Ihe 
infantry rules for ASL The remainder of the rutebook 
deals with additional terrain types, weapons, artillery, 
and vehicles. They all build upon the foundation that 
you have acquired in Ihese first two lessons, [f you are 
unsure of any of the procedures re-read Ihe lessons and 
rules, and play Scenario A unlil you are comfortable 
with all of ihe concepts. 


Special Infantry and Terrain Rules 

The first two lessons have introduced ihe fundamental 
ASL infantry niles. which are needed to play nearly every 
ASL scenario. This lliird lesson presents a number of rules 
lhat apply only lo particular scenarios. Adding these to what 
you have learned from Ihe firsl two lessons, you will have 
enough knowledge lo play five more scenarios: ASL Sce- 
nario B from The GENERAL, and ASL Scenarios 1-4 
from BEYOND VALOR. Taken logether, these scenar- 
ios include more types of troops — Combai Engineers, 
SS, Partisans, Finns — and many more types of terrain. 
and some additional infantry weaponry. 

You can read all of these rules and then play the 
five new scenarios; but it is easier to pick one or the 
scenarios and then readjust the new rules that apply lo 


thai scenario. The new weapons, troop types and sce- 
nario-spec] Tic rules are covered in Chapter A of the 


This appLica to Gullies in ASL Scenarios 2-4. 


SMOKE, including Smoke (yes, ihcre is a difference), is important in 

ASL Scenario B. 

Crews show up in ASL Scenario X The weapons lhal require crews will 

appear Later. 


MapbinLrd entry in necessary for the SS in ASL Scenario % This rule 
ck-are up sonic of itvc confusion found in ihc original SQUAD LEADER 



Maphcard Exit is the key io victory in ASL Scenario I . 


Hexsitle movement costs sip-ply to walls and hedges found on nUBj map- 

hoards, and in ASL Scenarios 1-4. 


This, rule applies to ihe road entering the building In hex 1X6 and to the 
road parsing through the orchard on Board 20. It is important in the play 
J'Smnarios B and 2-4. Its most significant application occtins in woods- 

TOadi hexes (found on Boards 5, W t 12 and 33). 


Elevation change applies when leaving a Gully (which a unit may wish 

tu tin in Scenarios 2-4J, us well us when going up a hill. 


HitjftJtitisi Movement applies to slumping out fires (.which a unit might 
lUiempt in Scenario I) and to Sewer Movement (which is a distinct pos- 
sibility in Scenarios 2-4). 


Location restrictions to stacking apply lo units in the Sewers and 

XlBKhcS found in Scenarios £-4. 


Half-level Obstacles include wjills, hedges and rubble, [found in See- 

ni' rins 1-4), 


Depressions include gullies (found on Board 20). 


LOS Hindrance is an innovation in ASL that consolidates a lot of the ter- 
rain rules found in SQUAD 1MADER. Ii applies to the orchards, facto- 
ries, graveyards, brush and Smoke found in all five of these scenarios, 


Note the effect of LOS Hindrance on Residual Fire. 


Note the effect of sonic LOS Hindrances on Fire Lanes. 


Fanaticism will apply in ASL Scenarios B and 2, This is essentially the 

tame rule Si found in SQUAD LEADER. 

A 1 2,3-1 2.32 

Hidden Initial Placemen! is 3 title changed from SQUAD IJiADER. It is 
used in the first four scenarios of BEYOND VALOR. 


Trenches may he set up Hidden in Scenario 4. 


Battlefield Integrity is an optional rule very different in method from 
Ihe corresponding rule in COL Use il if you like, but it does compli- 
cate matters. 

A 19.13 1 

Ammunition Shortage is new with ASL It is used in Scenarios 1-3, 


This rule applies lo ihe SS in Scenario 2. 

A22. 1-22*5 

The deadly flamethrower is little changed in usage from SQUAD 
LEADER. It first appears in Scenarios B and 4. Skip A22.34. since there 

anr no AFVs on the same battlefield as flamethrowers (yet). 

The Molotov Cocktail counters of CGI have been replaced wiih this 

method. They arc used in Scenarios 2 and 3. Skip A2&.612 until you 
have some vehicles to play with. 


Demolition Charges blast their way into /ISA in Scenarios B and 4, These 
mleshave some significani differences from mast of SQUAD LEADER, 
with a few new options introduced. Skip A2X5 until vehicles arc present, 

A24.L24.2; A24.424.& 

Hie infantry Smoke placement rules of 01 have been generalized und 
DOw apply io all naiiona lilies. These rules can, theoretically, come into 
play in Scenario A, bin smoke grenades are not very important in the 
play of that scenario. They are. however, very important in Scenarios B 
and 4. Smoke from a Blaze is present in Scenario L and can play a role 
in Scenarios B and 4 if a Blaze results from a flamethrower attack. 

A25, 1 -25. 12 

This section presents more details on ihe German infantry. The SS are 
found En Scenario 2. and the Combat Engineers appear in Scenarios B 
and 4. 

A 25.34-25*242 

Partisans appear in Scenarios 2 and 3, 

A 25,7-25,73 

The Finns make their debut in Scenario I , 


Casually Points and Exit Points determine victory in Scenarios 1 and 3. 

The concepts arc unique to ASL 


The Balance Provisions are another ASL innovation. If you and your 

opponent feci that one side in a scenario has a decisive edge, or that 

one of you is a belter player, and you wish Lo even up the game some, 

use ihe Balance Provision ib;ii comes with every scenario to help one 


The new boards have a lot of new terrain types 
which means you need to review a number of rules 
from Chapter B: 


Cost of Terrain is important when moving in Smoke or onto hills 

or across walls and hedges. Il will play a role in all five of these 



Continuous Slope applies to the hills on Board K ( used in Scenario 3). as 

well as to many of the boards you will use later. 

Inherent Terrain includes orchards and graveyards, found in Scenarios 



Random Direction: required by a few rules. 


Artificial Terrain applies lo Smoke. It is most important in Scenarios B, 
1 and 4 r but il can appear in any scenario now. 


It isn'l likely dial LOS will be blocked in this group of scenarios — but 
il can happen (especially with the smoke from the fires in Scenario I). 


Bridges, walls and hedges, and smoke can ncgale Open Ground. 

This rule applies to the irenches in ASL Scenario 4, 

1*6,1-6.31; B6.4; B6J 

Bridges cross she gully on Board 20 and (he canal on Board 23, but sione 
bridges don't burn. Bridges am found in Scenarios 2-4. 


Sewers can be used in Scenarios 2-4, They can also be used with the Bal- 
ance Provision instituted in Scenarios A and B. 


Walls and hedges arc very similar in effect lo those in SQUAD LEADER; 

but pay careful attention lo the Wall Advantage rule. Tliese appear on 
nearly all ihe boards (and here in Scenarios 1-4). 

HI 0.31 

Height Advantage applies to fire from thai gully (Scenarios 2-4). Tile 
hills on Board 8 can be ignored in Scenario 3. 


Brush appears on Board 21, used in Scenario 1. 


Kindling woods is not too common a tactic (especially in Ihesc urban 
fights) but here is lite rule for it. 


Orchards appear in Scenarios 1-4, and there is even an orchard-road on 
Board 20. 


If you have just been dying to fight in a graveyard (sorry! ASL Scenario 
1 . sei on Board 2 1 . is for you. 


There is ;i gnHy mi Hoard 2(1, used ifi Scenarios 2-4. 


Units in the gully on Board 20 can be in Crest slalus. 

B2 LI -21. 122; B21.2; B2M-2I.4 

There is a river and a canal to deal with in Scenario 3. 


No trenches are allowed in the house. This applies io Scenario 4. ihe only- 
one with irenches thns fir, 


Now you can be a real "hurnburne/ 1 . This rule is especially important for 
play of Scenario X. 


Sowhouscs are found on Boards 20, 2 1 and 23. They figure prominently 

in Scenario 2. but they have a role in Scenarios L 3 and 4 too. 


The factory makes Scenario B very inlercsiiiig. mid very different from 

the original Scenario 2 in SQUAD LEADER. Il is a new innovation wilh 



Rooflops may be used in Scenario 2, 


Fortified buildings lux* crucial in Scenarios 2 and 4. 

B24. 1-24.6 

Rubble is a distinct possibility whenever (here are Demo Charges and 
buildings in the same scenario. Examples are found in Scenarios B and 

3, Rubble also exists, by decree, in Scenarios 3 and 4. 

B24.7-24.721; B24.75; B24.8 

The Clearance rules apply to rubhle, lire, and set Demo Charges. Labor 
slalus is a innovation new with ASL This rule can be important in Sce- 
narios B. 1,3 and 4 


The elcmentals enter ASL in [his section, which introduces fire and wind. 
This meshes well with the Smoke rales in Chapter A. The Wind DR 
should be made in every ASL scenario. It is enlremely important when- 
ever there are flamethrowers [as in Scenarios B and 4). Buildings start 

Ihc guiiie :ihl:a/.e in Scenario I. 

B27J -27.54 

Foxholes and Trenches are similar in play to those in SQUAD LEADER. 
Foxholes can be dug in nearly every scenario (but arc nol likely in ihese 
urban ones). Trenches appear in Scenario 4. The foxhole rales will 
become very important later on (the PARATROOPER scenarios and the 
updated ASL Scenarios D and B). 

Now play the scenarios, maybe even play Sce- 
nario A again. (If you wish to add the Balance Provi- 
sions to Scenario A but have only the original version, 
these are — 

Russians; Allow Sewer Movement by Russian 

Germans: Add one Hero to any German group. 

Also, Environmental Conditions for Scenario A 
are "Moderate with no Wind at start" 

SQUAD LEADER Scenario 2 has been converted 
to Scenario B as follows. The Environ mental Condi- 
tions, Balance Provisions, ELR and SAN are the same 
as those for Scenario A, Delete the Smoke counters 
from Company A (ihese are replaced by ihe squad 
inherent smoke capability). Remove two LMGs from 
■Kampfgruppe Stabler". Replace die three LMGs of 
*"Kampfgmppe Tienham" with one MMG, Replace 
those 27 Russian 44-7 squads of the 295th Infantry 
Division with 26 5-2-7 ones. Also, the Tractor Factory 
(Building X3) is considered a Factory (B23.74) now. 

Enjoy ihese five scenarios to their fullesL When 
you feel ready to tackle something new, move on to 
Lesson 4. 


The Offboard Artillery System 

It is time to leave the smoking city and head into 
the country for a breath of fresh air. Hear the birds 
sing, the mortars whoosh, and the soldiers croak. This 
lesson brings you some rural terrain types (notably, 
hills). But the major focus is on Offboard Artillery. 
This is one of the more complex systems in ASL 
encompassing major changes from the methods used 
in SQUAD LEADER. Read the OBA rules in Chapter 
C carefully. 

Lesson 4 features only one scenario (Scenario D), 
but the OBA rules are used extensively in Scenarios 9 
and 10 in BEYOND VALOR, plus many odiers in later 


This rule applies only to hexes 219 and 31 1 in Scenario D- 

BM3: B2 

Shcllholcs are found on Boards 2. 3 and 4. Their impact h essentially 

unchanged since the days of SQtMD LEADER, 

BM4; BJ0 t !-KU 

HitLs are crucial in the play of this scenario. Rule 10.211 is a rarely 

invoked option. 


This rule section, which deals wilh Indirect Fire and walls/hedges, 
should make more sense now that ihere is indirect fire occurring (in the 
form of OBA). 


Cliffs are not loo important in Scenario D. mil they arc found on both 

Boards 2 and 3. 

(continued on page 47) 




By Charles Moylan (Designer of FLIGHT COMMANDER 2} 

In the months following the release of my tac- 
tical air combat computer game, FC2, I've 
received a good number of electronic mail- 
ings from players who have had questions about 
the game. With this article, I've tried to answer 
some of the more common ones for the sake of 
all interested FC2 players. In addition, I've 
included some exciting news about upcoming 
add-ons for the game and a new tactical air com- 
bat computer game that we have in the works. 

All's Fair in Love and FC 2 

One of the most frequent questions I receive is: 
"How do I build a balanced scenario using the 
battle generator?" For pure air-to-air scenarios, 
just use C-Points when selecting forces. For an 
air-to-ground attack mission, it's a bit more com- 
plicated, but a good rule of thumb is to give the 
attacker roughly ihree times the resources of the 
defender. It's also better to measure force size 
using C-Points rather than number of aircraft 
because twelve MiG- 1 7 fighters attacking a city 
would be horribly outclassed by even four F-22 
Advanced Tactical Fighters! The reason for the 
seemingly large 3:1 imbalance is much the same 
as it is for ground combat: die attacker is more 
vulnerable than the defender and has the obliga- 
tion to seize territory (or, in this case, destroy 
something on the ground). The attacking force 
actually has tliree separate missions to perform: 

Attacking Force 

1. Destroy enemy fighters. A portion of the 
attackers must deal with defending fighters, 
hopefully destroying them but at least keep- 
ing them too busy to shoot down the 

2. Destroy antiaircraft units. Another group of 
attackers must be the "iron hands" whose job 
it is to knock out antiaircraft units like AAA 
and SAM sites. 

3. Destroy "primary" target(s). Only once 
these first two objectives have been met (at 
least partially) can the remaining aircraft 
destroy the primary target on the ground. 

Defending Force 

In contrast, the defenders have but one goal: 
destroy the attacking force. If you've tried 
your hand at a few air-to-ground attacks against 
targets defended by fighters, I'm sure you've 
experienced that sinking feeling as a bandit 
swings onto your bomber's six. Most strike air- 
craft are so heavily loaded that once an enemy 
missile is in the air, it's already too late to 
maneuver effectively to defeat it. Bye-bye 
striker! The way to survive is to have friendly 
escort fighters keep the defenders so occupied 
that they never get the chance to line up on a 
striker for a lethal shot. Now you know why 
Allied air forces in the Gulf War didn't (with a 
few exceptions) risk attacking targets that were 
likely to have Iraqi fighter cover until clear air 
superiority was established. 

Good luck trying to pull higti-Gs with o full bomb load. 

Of course, certain targets are tougher than 
others. You may find that it takes a four- or even 
five -to -one ratio of attack to defense to balance 
an attack on the airfield, city, air defense bat- 
tery, or either of the naval targets. These sites 
are ringed with powerful antiaircraft defenses 
and a larger portion of the attacking group is 
forced to deal with "iron hand" duty. 

Finally, keep in mind the technology levels 
of the combatants in play and adjust your force 
levels slightly. This is especially relevant for the 
defender, as his antiaircraft defenses' effective- 
ness is directly related to his technology rating. 
I guess this makes me an anarchist, but I love to 
have the US Navy square off against the US Air 
Force in scenarios that I play, each taking turns 
as attacker. The antiaircraft fire at tech level 4 is 
formidable to say the least! 

Are You Sure This Is Right? 

Another question I'm frequently asked is: 
"Are the restrictions placed on the firing of 
missiles by United States pilots in the Vietnam 
scenarios too severe?" The answer is no. The 
rules of engagement (ROEs) that US pilots 
labored under at the time were extremely limit- 
ing, requiring both visual contact and visual 
identification to a target before missiles could 
be fired. The reasoning was that most of the 
jets in the air over Vietnam were friendlies, and 
since the use of beyond-visual-range (BVR) 
missiles was relatively new and untried, it was 
feared that a number of friendly-fire incidents 
would occur with unrestricted missile launch- 
ings, But this arrangement effectively defeated 
the purpose of the AIM-7E Sparrow medium- 
range BVR missile, and in FC2 can make fight- 
ing on a cloudy day, when visual spotting 
ranges are reduced, really tricky — especially 
when your adversary is a small, hard-to-spot 
aircraft like the MiG- 17. The best tactic to use 
is to split one aircraft away from your main 
force and fly him up ahead as a "scout." The 
scout should fly close to the bogeys, spotting 
and identifying them visually so that his friends 
in the rear can let fly with their AIM-7E mis- 
siles. Then use AIM-9B Sidewinders when the 
combat closes to shorter range. 

And now a technical note: Both in real life 
and in FC2, there is no direct way to tell if an 
incoming missile is radar-guided or heat-seeking. 
even though the seeker type makes a big differ- 
ence when it comes to the tactics you should use 
to evade the missile. Given the scant seconds that 
a pilot would have to identify a (relatively) tiny 
supersonic missile several miles away (from a 
head-on angle), it's expecting a bit much to have 
him read the serial number on the side of the 
thing or count the fins or even to identify a gen- 
eral shape other than "airborne missile." Also, 
there's no such thing as a magical "incoming 
missile indicator" (regardless of what some flight 
simulator programs would have you believe). 
Remember that heat-seeking missiles (HSM) are 
passive, meaning that they home in on infrared 
waves emanating from the target but emit no 
radiation themselves in the tracking process. Tar- 
get aircraft can tell when an attacker has locked a 
radar onto them, but this does not indicate 
whether a radar-homing missile (RHM) has been 
fired. Once the RHM is in the air it is also effec- 
tively passive, tracking the target by the radar 
waves that originally emanated from firing air- 
craft (and then bounced off the target). Thus the 
firing aircraft is not passive and can be detected 
by its outgoing radar waves, but the missiles it 
fires, both HSM and semi-active RHM, are pas- 
sive and as such can only be detected by spotting 
them visually. 

A good rule of thumb is to check your radar 
warning receiver (RWR) to see if you're locked 
onto from the general direction from which the 
missile is coming. If not, it's probably a heat 
seeker (though it could be an active-radar 
homer). Also, if the missile is approaching from 
the front and you're playing an obsolescent foe 
who lacks all-aspect heat-seekers, you know it 
must be an RHM. Shots taken from long ranges 
also tend to be RHMs, since very few heat-seek- 
ers have long-range motors. 

Quick Tips on a Few Campaigns 

In case you haven't already learned your les- 
son the hard way, here's a little real -life story that 
might ring a few bells. The famous Than Hoa 
Bridge withstood literally years of attacks from 
American strike planes during the Vietnam war. 
"Dumb" iron bombs simply lacked the accuracy 
to do the job, and it wasn't until 1972 that a 
laser-equipped F-lll destroyed the bridge with 
"smart" bombs. 

The lesson? Don't be discouraged if you 
have a tough time knocking out that very same 
bridge in the Dragon 's Jaw campaign! There's 
a historical basis for the relative ineffective- 
ness of standard bombs, even when you fly a 
perfect bombing run. Actually, FC2 makes hit- 
ting the bridge a little easier than it would be in 
real life, for the sake of playability: you can 
use rockets pretty effectively. They're more 
accurate than iron bombs, so give them a try 
and watch those spans crumble. 

Tbe only good bridge is a crumbled bridge! 

Similarly, in the desert skies over Iraq in the 
Tank Busters campaign, you might have noticed 
a sneaky scenario or two where you thought you 
were going to shoot some fish (actually Iraqi T- 
72 tanks) in a barrel, but suddenly found your- 
self airborne with a pair of supersonic MiG-29A 
Fulcrums bearing down on your six with no 
tanks in sight. Welcome to a surprise attack! 

At that moment, you're either breathing a 
sigh of relief that you brought along those AIM- 
9L Sidewinders for self-defense, or you're 
sweating... profusely. If you got cocky and 
loaded up entirely with rockets and laser-guided 
bombs you're in for a very rough ride. I suggest 
jettisoning all air-to-ground ordnance and hold- 
ing on for dear life until the MiGs run low on 
fuel and are forced to break off combat. Make 
use of that powerful 30mm cannon on your A- 
10 because it's your only way to strike back. Try 
to maneuver for head-on passes with the MiGs 
so you can fire your cannon. 

On the other hand, if you wisely took a few 
AIM-9Ls along for the ride, you stand a very 
good chance of bagging a few MiGs. Split up 
your A-lOs so you can get a good rear shot on 
someone and let the Sidewinders fly. You prob- 
ably don't have enough missiles to waste on 
low-percentage head-on shots, so save your 
'winders for better angles after some maneuver- 
ing. Use team tactics and you'll probably win 
this one. But take care: the A- 10 is nimble but 
extremely heavy and loses airspeed quickly in a 
twisting, turning dogfight. Don't get too low 
and slow or else the MiGs will shoot you down 
in a hurry. 

Speaking of low and slow, just how slow can 
you go in a Harrier in the South Atlantic '82 
campaign? Zero, actually. You can hover in 
mid-air if you want to, but I wouldn't recom- 
mend this. The Argentine Mirage fighters aren't 
as deadly as the aforementioned MiG-29s, but a 
stationary target is pretty easy to hit. So make 
sure you don't get lazy in your Harriers and 
allow your airspeed to bleed off too low. You'll 
never stall which is a nice advantage, but if you 
abuse it and go too slowly you'll be meat on the 
table for an Argentine Magic missile and too 
slow to catch any Argentine bombers that are 
blowing past you at 500 MPH on their way to 
bomb your fleet. 

Any Aspiring Designers Out There? 

Good news for all you creative types; The 
FLIGHT COMMANDER 2 Mission Builder is 

nearly complete. This program will allow you to 
create your own campaign games and set-piece 
battle scenarios. In the campaign module, you 
can create campaigns from the story line to mis- 
sion descriptions to participants" identity, train- 
ing, and tech levels. If that's not enough, you'll 
also be able to set the munitions availability, air- 
craft squadron profiles (both enemy and 
friendly), chronological mission links, and 
more. The battle module will let players create 
battles with precision, facilitating the recreation 
of historical engagements or combats gleaned 
from the pages of popular fiction (lots of people 
have told us they want to recreate dogfights 
from Tom Clancy novels). You can implement 
whatever you dream up, and then trade your cre- 
ations with your friends. We'd like to see play- 
ers creating all sorts of scenarios and then 
uploading them to computer BBSs and online 
services for other players to download. If that 
happens, FC2 players everywhere will have a 
nearly unlimited (and free!) source of new cam- 
paigns and battles to play. I'm very curious to 
see what FC2 fans will come up with once they 
have the tools to build their dream scenarios. 

But Wait, There's More! 

Looming on the horizon is a new game to take 
FC2 fans back to an earlier era, where super- 
charged propeller-driven aircraft and wing- 
mounted machine guns ruled the skies. Big Time 
Software is continuing its successful partnership 
with Avalon Hill to create Over the Reich, an 
operational and tactical air combat game set in the 
skies over Germany from 1 943 to 1945. It is hased 
on the boardgame of the same name created by 
renowned game designer and ex-military aviator 
J.D. Webster. Computer Over the Reich will be 
available for both Windows™ and Macintosh and 
will be an extension of the boardgame in that it 
will include many of the popular features that 
were successful in FC2: a fully graphical interface 
(flight stick, control switches, etc.), an expanded 
campaign game, a system of combat options 
allowing players to tailor complexity to their own 
personal taste, an on-line photographic database, 
and more. Computer Over the Reich will have an 
underlying engine that is every bit as realistic as 
the boardgame but an interface that completely 
hides all of the bookkeeping inherent to 
boardgames. Computer Over the Reich will "fly" 
a lot like FC2: set your throttle, position your 
flight stick and go! 


As with FC2, the emphasis in Over the Reich 
will be to get players into the heal of action 
quickly and enjoy ably, maintaining realism and 
focusing on the real-life challenges faced by the 
pilots who flew in that era. Players will be 
rewarded with victory for using tactics that 
worked in the war, and will end up trailing 
smoke and flames if they ignore the lessons of 
history. The game will feature "combat advi- 
sors," a pair of on-screen pilots who will share 
their experiences and strategy tips with you. 
And of course players will constantly be faced 
with the fog of war which can be presented so 
naturally on a computer platform. 

Computer Over the Reich will feature a 
whole host of famous fighting machines from 
the United States Army Air Force, the Royal Air 
Force, and the German Luftwaffe. You'll see 
diehard fighters like the P-47D Thunderbolt and 
Messerschmitt Bf-109, strategic bombers 
including the B-17 Flying Fortress and B-24 
Liberator, and even some unconventional Ger- 
man "wonder-weapons" like the rocket-powered 
Me-163B "Komet" Interceptor: the aircraft that 
was so fast it was practically immune to Allied 
fighters but had only enough fuel for eight min- 
utes of powered flight! The aircraft and weapons 
in Over the Reich have been painstakingly 
researched to provide maximum realism and 

But, Over the Reich will provide more than 
just twisting and turning high speed air combat! 
Players will be given the ability to fly entire mis- 
sions from start to finish, planning and fighting 
out the strategic, operational, and tactical phases 
of each mission. Strategic issues like target selec- 
tion take place first and the flight to the target is 
handled in a somewhat abstract fashion, getting 
players into the action as quickly as possible. 
When the enemy is contacted, the game switches 
to the operational level, where squadron posi- 
tioning and formation choice take place. If com- 
bat ensues (and it usually will!) play then pro- 
ceeds to the tactical level where pilots hunt for 
the kill. Structuring the game like this not only 
gives a player the opportunity to fly combat 
directly, but also to find himself over eastern 
France with one engine shot out, no ammunition 
left, no wingmen in sight, a damaged compass, 
and the challenge of picking his way through the 
marauding Focke-Wulfs to make it back to Eng- 
land! The entire mission is simulated, with the 
focus on the decision -making that will bring vic- 
tory or defeat. You're thrown straight into the 
action and only your wits and your trusty Spitfire 
can save you. 

Bringing Up the Rear 

One last note: If you're looking for a place to 
talk online to other FC2 players, try logging on 
to CompuServe or GEnie. On CompuServe, type 
GO GAMEPUB and then select section C. 
There's an Avalon Hill section there where peo- 
ple discuss all of Avalon Hill's computer games. 
On GEnie, when you log in, type SCORPIA. 
This arcane command takes you to the place 
where people talk about games. Then "set cate- 
gory" to 21 (Avalon Hill) and look for message 
topic 50 (Flight Commander 2), 

Have fun and don't forget to check six! 




The ASL Annual Winter '95 is 
now available. This full-color 92 
page edition of the Annual 
features 24 new ASL, DASL and 
HASL scenarios designed to 
please all ASL afficionados. It's 
time to dust off your old 
deluxe map boards, as this 
issue comes with overlays for 
altering the terrain of the 
DASL maps. 

On sale now for $26 at 

better game and hobby stores all 

over creation! Or order direct from the Avalon Hill Game 


Call us Toll Free at 1-800-999-3222. Have your credit card 
ready, or FAX us at 1-410-254-0991. 

The Avalon Hill Game Company 

4517 Harford Rd • Baltimore, MD 21214 


Eight Steps.. .(Continued from page 43} 


Air Bursts make OB A especially deadly in the woods, 


Grain is put of season during ASL Scenario D; but il becomes important 

in awry niher situations. 


Inntreet Fire against buildings can come into play in (bis scenario. 

B27. 1-2744 

i know — )'Eiu already read these rules for Lesson 3- Bui you didn't dig 
any foxholes then and have probably forgotten how. This rale is more 
important among the hills and fields of Scenario D. I suggest Ehul you re- 
read this suction, noting 27.1 1 especially. 


Indirect Tire is getting closer. 

CI .1-1.72. 

Indirect Fire arrives with a thurap. This is a complex procedure, so take 
a slo« You may even want to practice calling in OBA a few times 
before actually playing tbe scenario. Set up a board, a spotter with a 
ratlin, and try getting an FFE into a hex a few limes. Skip rules 1 .23, 
1,54-1.55, and 1. 63 since there arc no Field Phones, vehicles nor Off- 
board Observers in this scenario. 


Bare Sightine can be applied to MMGs and HMGs as well as to the ortl- 
taace tlrat you will see later. The Germans qualify for it in this scenario, 
fct instance. 

Those are all the new rules you will need to play 
Scenario D. 1 suggest that you review the rules for 
Russians cntreuchiug (A.25.21). Conscripts (A19.2- 
19361 Commissars (A25.22) and Human Wave 
(A25.23). If you don' l have Scenario D from The 
GENERAL, note the following changes from the orig- 
inal version: 

Balance Provisions — Germans: Replace one 9-1 
leader with a 9-2 leader. 

Russians: Replace eight 4-2-fi squads with eight 4- 
4-7 squads. 

Remove the 9-2 leader, one squad, one LMG and 
one MMG from the German OB. The Germans musl 
set up at least eleven (not ten) hexes from the east 
edge. Replace the 32 Russian squads with 16 4-4-7 
ami 16 4-2-6 squads. Gennan ELR is "4" and their 
SAN is "4": Russian ELR of "2" and SAN of "2". 
Environmental Conditions are "Moderate with no 
Wind ;tl start." The German radio represents one bat- 
tery of 8 1 mm MTR OBA with Scarce Ammo limita- 
tions (CI.2I1). These changes will allow even those 
without Scenario D to experiment with the new rules. 


The Hasic Ordnance System 

We return yet again to Stalingrad (not "Stahler- 
grad". as some might be thinking) to have our first 
taste of on-board ordnance — the Russian 7fimm 
infantry Gun in Scenario 5 of BEYOND VALOR. Now 
that crew has a real weapon to man. Ordnance usage 
involves a bunch of new rules, but it is very similar to 
the systems from SQUAD LEADER. There are many 
weapons Ihat make use of ordnance rules (tanks, AT 
guns, mortars and bazookas are the most common). 
The only new rules you'll need from Chapters A and 
B are those dealing with ordnance. Note that there are 
often special rules concerning each specific make of 
ordnance. Be sure to check the weapon description in 
Chapter H when you first play with a new gun. 


Ordnance cannot form fire groups, just as in SQUAD IJiADER. 


Ordnance must get a Hit to leave Residua! FP. 

M2.1; A12J4 

Guns and their crews can start Hidden and can gain Concealment. 


Ordnance, as well as all SW, can be manned by non-quatified infantry 


It is possible fbul nor real likely; to destroy a bridge with a gun. 


A trench may not be placed on a bridge. 

Guns aren't normally allowed upstairs. 

So much for what you can't do. Here are the main 
ordnance rules: 

C.2-C.4; C.9 

This is some basic information about your new toy. 

C3, 1-3.75 

The Yq Hit process should be familiar to those who have played SQUAD 
LEADER, but there arc some important differences. Skip 3.31, 3-332 and 
3.72. all of which apply to vehicles. 


Your Infantry Gun in Scenario 5 has a short barret, but can fire smoke. 
There are many other types of guns and ammunition that may come into 


Rule C5 discusses all the To Hi! DRM based on the (Iter's status. This 

first case refers to the gun being tamed when it tires, 


Ciuns can Tire in lire Advancing Hrc base, but with il penalty. 

C5J-5.*3: C5.8 

Other cases Ihat afreet Ihc To Hit resolution include a pinned crew, fire 

within your own hex. Intensive Fire, arid captured guns. 

C6.1;C(i. 13-6.14; Cri.17 

Rule C6 discusses the To Hit DRM based on Ihc target's status (natural 
compliment to C5). The first one refers to a moving target something you 
wilt encounter quite often. 


Other eases that affect the To Hit resolution include Concealment, jwsint- 
hlank fire, target acquisition. Hazardous Movement. TEM and LOS Hin- 
drance. Skip 6.55 and 6.7, which do not apply in this scenario. 


The Russian Infantry Gun can tire Smoke. 


litis applies to Smoke as well as the other types of special ammunition 


It is possible, but not easy, to push a gun around. 


Gunshselds serve to protect the crew of sonic gun types, including your 
Russian Inlantry Gun in Scenario 5. 

This is the smallest block of reading thus far. It 
enables you to play one more scenario (Scenario 5). 
which has but one gun as the object of all this new 
knowledge. Don't fret; these same principles are used 

in most ASL scenarios. Learn them now. while the sit- 
uation is simple. 


The Advanced Ordnance System 

The next batch of rules enable you to greet a new 
nationality and to play five more scenarios, all found 
in PARATROOPER. These build on the ordnance rules 
you have read in Lesson 5. You will meet the Ameri- 
cans, and learn to use their mortars and bazookas and 
white phosphorus. Foxholes become more important, 
since three of the scenarios start with some onboard. 
There are also a few new terrain types found on Board 
24: Bocage. grain, paths, valleys and split-level build- 
ings. Read the following rules and you will be ready to 
play Scenarios 11-15: 


Americans can, and do, use White Phosphorus. 


Here come the Yanks. 


Walls and hedges become "Bocage" in several of the PARATROOPER 

scenarios. Ef you really wan! lo know what it was tike to fight in Nor- 
mandy. I recommend the deluxe module HEDGEROW HELL 

Purhs appear on Board 24. used tit Scenario 12. 


Grain was out of season when you played Scenario D for Lesson 4. It 
covers much of Boards X 3. 4 and 24 and is an important consideration 
in four of these five scenarios, 

R16.tl6.-Jl: BlrjJ 

Mareh replaces the hill Itches in Scenario 14 by way of a Special Sce- 
nario Rule ("S.SR"). 


There is a valley on Board 24. 


Building 24134 is a split-level building. This can be important in ASL 
Scenario 12, 

B27. 1-27.44 

I bet you need another review, of the foxhole rules. You haven't really 

used them yeu have you'? 

Chapter C brings the rules for the real stars of this 
lesson: the bazookas and the mortars. 

Bazookas. Panzcrlausls. and Panzerschroeks can fire in the Advancing 
Fire Phase as LATW. but with a penalty. 


BAZ. PI- and PSK all use HE Equivalency when they fire at infantry. 


The American bazookas and mortars can lire White Phosphorus. This 

can be rather nasty when it hits die target. 

Mortars arc used a lot in ASL play, including nearly every PARA. 
TROOPER scenario. The small morlars don't seem very effective, but 
they can be deadly, especially if tiring While Phosphorus, or HE against 
a target in the woods. Don't discount them. 


This rule is needed for Scenario 1 4. just in case a bazooka fires at the AT 


C13.1, CI3L3J3JS, C13.8-13.9 

These rules bring us the LATW (which includes lite Bazixika. Panxer- 
faust and Panzcrschrecki. Note Ihat the PARATROOPER scenarios all 
lake place after September 1 943 and that the Gentians can use their PF. 
(Note also, that now the Germans can use PF in Scenario 3 of BEYOND 
VALOR; why not play it again and sec how it affects play?t You can use 
lite optional rule C13.3I I if your opponent agrees. 

Although this lesson has relatively few rules, it 
enables you to play a lot more scenarios. At this point, 
you can play every ASL scenario in any module that 
docs not involve vehicles. Enjoy the PARATROOPER 
Scenarios 11-15. Play them until you are comfortable 
with the new rules learned here. 


The Basic Vehicle System 

Vehicles add a new dimension to ASL, and of 

course require a lot of rules. This is the second largest 
chunk you will need to digest (after Lesson 1). With 
the basic vehicle rules, you can now play the other 
three scenarios from PARATROOPER. This lesson 
opens the door to many more ASL scenarios. But first, 
you have to go back to Chapter A and read all the rules 
that were skipped earlier because they only applied to 
vehicles. Now is the time for the tanks. Nolc, as with 
ordnance, there are often special rules concerning spe- 
cific types of vehicles; be sure to check the description 
in Chapter H for each new one you encounter. 


Collateral attacks occur when there arc troops exposed on the vehicle 
being attacked, or in the same location. 


It lakes gusto to tackle a tank with your bare hands. 

A5. 132-5.4 

Stuckng limits apply to vehicles as well as (roups. 


ll is dangerous (o stick your head out of a hatch when loo close to 


On 111.' oilier hand, mil arc |-|l'!<:> -,.|1.. iiynii keep hatch closed 


But if you do stick your head out. this is one possible resale 


Yet. if you are buttoned up, you need not fear Residual Fire. 


And. if buttoned up. Spraying Fire has no effect either.] 1 

Just when you were feeling safe, you find what a mere MG can do in a 

l.ini. ir Ihe anrlor is shin enough. 

AIIJ1; AII.5-I1.S 

Infantry firepower has no effect against your lank, but watch out when 
they get too close with their AT ean-openers. Even Ihc thickest annor 
can't save you. Skip A 1 1.622 until you have a scenario with a panzer 
with Naiiveneidigtmg.'nvajfe. 

Al 2 A- 12.42 

Wllal ballpens when a vehicle callers a lies will! Concealed infantry'.' Tile 
infantry may not like il. but they may not care. 


Conscripts and Green troops can jump enemy tanks too. but they usually 

won't want to, 
A2 1. 2-2 1.22 

This explains how to use a captured vehicle (you should he so lucky). 


Flamethrowers can attack tanks in Scenario C. in the heal of Stalingrad. 
You'll have your chance in Ihc next lesson. 

(Continued on page 55) 




i ■ 



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Same Place, Different Time 

Neui Scenarios for FLflSH POINT: GOLHN 

By Mark H. Walker 

FLASH POINT GOLAN (FPG) is a clever 
blend of the interaction of units, the ran- 
dom activation of formations, and the 
ability to reach out and touch the enemy far 
behind the "line of scrimmage." The game is 
fairly solitaire-friendly and the rules, although 
complex, are well written and easily understood. 

I do have, however, a couple problems with 
FPG. First. Who (besides college kids without 
a life) has time to play it? I mean, there are 
only three of the "short" Battle Scenarios 
playable in an evening (The Battle of 
Armageddon, Battle Day on the Golan, and 
The Karamesh Operation). Secondly, I want to 
play with the Americans, Iraqis and Soviets 
(err . . . CIS guys) without investing the time 
for a campaign game. My solution to these 
problems was lo design my own scenarios. 

I wanted to design scenarios that were short 
(playable in one evening) and used the full spec- 
trum of units. Well, one out of two isn't bad. 
These scenarios have a tendency to grow. Below 
is a brief description of each scenario; 

URGENT RESPITE is fairly plausible futur- 
istic historical fiction. I enjoy the opportunity to 
use an amphibious assault and paradrop the 
82nd Airborne (I'm a sucker for chrome). The 
semi-artificial intelligence nature of the PLO 
activation and movement reflects their unpre- 
dictability. Only one thing is certain: they don't 
like Americans. 

THE GUARDS REVENGE gives someone a 
chance to play with the Russian paratroops (you 
gotta love that SU-85 armored unit). As a matter 
of fact, this scenario has about everything except 
the kitchen sink. The handcuffs put on the "'coali- 
tion" units by the special scenario rule for sur- 
prise, and the increased Arab first turn activation 
capability give the Jordanians and Iraqis a real 
chance to do some damage early in the game, 

historical scenario of the three. The Syrians put 
up some of their best fights of the war during the 
period covered by this scenario. I had to fudge 
with the counters a little to make this work. His- 
torically, the Syrian 5th and 7th Mechanized 
Division left most of their mechanized equip- 
ment on the "heights" and were basically leg 
infantry at this stage. 

I hope you enjoy playing these as much as I 
enjoyed designing them. One more thing; Does 
anybody have ideas for pitting the Russian para- 
troops against the 82nd? 


Situation: Marked disagreements over the 
Arab-Israeli peace talks have forced rival PLO 
factions to begin warring bitterly in late 1995. 
Beirut rapidly became the focal point of their 
armed disputes. After the shelling of a Beirut 
motel — where numerous Americans were stay- 
ing—President Clinton authorized a "Security 

and Evacuation " mission using elements of the 
Sixth Marine Amphibious Brigade and the 82nd 
Airborne Division. The military forces were lo 
secure and prevent the shelling of Beirut and 
Beirut International Airport, Once the area was 
secure, American and western civilians would 
be evacuated. 


Scenario Length: 4 Game Turns 
Initial Air Superiority Level: The Air Superi- 
ority Level is "Israel 1" for the entire course of 
the scenario. 

Play Area: The area in play is limited lo that 
part of the Northern map west of hex row 33XX 
(inclusive) and north of the XX11 hexrow (inclu- 

Initiative: United States +10. 
Special Munitions: The US player receives five 
special munitions points per turn. The Arab 
player receives three special munitions points 
for the Syrians for the entire scenario. These 
points may only be used by the Syrians when 
and if diey enter play. 

SOF Points: The US receives two SOF points 
per turn. The PLO receives one SOF point per 
turn and may not use the "target designation" 
mission. No other Arab forces receive SOF 


6th Marine Amphibious Brigade: Enters 
turn one per amphibious assault rules (9.2). The 
6th MAB is augmented by the 82nd Abn attack 

helicopter battalion to represent the AH-I's in the 
Amphibious Readiness Group. Use the counters 
reduced side at normal morale. Disorganized 
morale halves that factor. The battalion is consid- 
ered to be based five hexes west of die coastline. 
82nd Airborne Division: HQ, 1st Regiment 
(1/504/1, 1/504/2, 1/504/3) and 3/319 may enter 
turn one at Beirut International Airport if all 
three hexes are US controlled or enter as per 
paradrop special rule. 


Sets up first on Arab side. 

Yarmuk Brigade: Set up per PLO place- 
ment Special Rule. Artillery battalion is placed 
in hex 2302. Mar Yusuf (2303) is the base hex. 

Karameh Brigade (plus PLO tank battal- 
ion): Set up per PLO placement Special Rule. 
Artillery battalion is placed in hex 2205, Base 
hex is Ash Shuwayfat (2105). 


2nd and 6th Infantry Brigades: In or adja- 
cent to any hex in Beirut not containing a PLO 
unit. May not be set up adjacent to each other. 

Hth Infantry Brigade: Sets up in Damour 



55th Special Forces Brigade: Any hex of 

Beirut not adjacent to a Lebanese unit. May set 
up in the same hex with a PLO unit only if no 
other hex is available. 

8th Armored Division: lit or adjacent to hex 

Arab Peace keeping Force HQ: In Riyaq 

3rd Attack helicopter Battalion: Riyaq 
Airport (3303). 

United States: The 6th MAB and 82nd Air- 
borne Division Training Level is Elite, 

PLO: PLO guerrilla battalions have a per- 
manent Troop Quality of 3. All other PLO bat- 
talions have a permanent Troop Quality of 4, 

Lebanon: All Lebanese units have a perma- 
nent Troop Quality of 4. 

Syria: The Rth Armored Division's Training 
Level is Reserve. The 55th Special Forces Bat- 
talion has a permanent Troop Quality of 6. 

Turn #3 United States: 2nd Regiment, 1/319, 
and 3/73 of the 82nd Airborne Division enter at 
Beirut International Airport or as per paradrop 
special rule. The M551 Sheridan Battalion 
(3/73) must enter at the airport. 

Syria: The Syrians may enter at any time as per 
their special entry rule. 

82nd Airborne Division Paradrop: Units of 
the 82nd Abn may parachute into a hex by using 
the following procedure. During the Movement 
Phase of the 82nd Abn's Activation Segment, 
the US player chooses a clear/desert or hill hex 
he wishes to parachute a unit into. Only one unit 
may be dropped in a hex. The US player must 
then trace an air transport "flight path" of hexes 
from any coastal hex in play to the drop hex. 
ADA tire may be conducted by Syrian HQs if 
they are currently at war with the US, Each hit 
on the Air Transport reduces the morale level of 
the unit it is carrying by one. When the unit 
reaches its target hex roll a ten-sided die and 
consult the Paradrop Table. 

Die Roll Result 
















8 1 

9 1 


"2"; # of operation points losl for this movement phase. 
"*": unit loses one level of morale. 
—3: drop hex is hill hex. 

-1 : each enemy unit adjacent to ihe hex. (include Syrian 
units even if not currently at war with US) 


PLO Activation and Movement: Make separate activation chits out of spare counters for the 
Yarmuk and Karameh PLO Brigades. When a PLO brigades activation chit is selected, the manner 
in which each unit in the brigade may be employed is dictated by the PLO ACTION TABLE. Refer 
to the table below and roll a ten-sided die once per brigade. Apply the results as applicable to its units 
(in ZOC. not in ZOC, and artillery units). Use the artillery category for artillery units regardless of 
their ZOC status. 


Die Roll 

-2 -I 

Units in ZOC 



H W W R R A 

Units not in ZOC 


H H A 




- 1 : If any unit is adjacent to a rival PLO brigade. 
-! : Per unit located in any hex of Beirut. 


A: Unit may expend operations points as per Arab player's wishes. 
CI: Unit must attack adjacent enemy units during Movement and Exploitation Phase. 
C2; Unit holds position during Movement Phase. Attacks adjacent enemy units during Exploita- 
tion Phase. 

R: Unit moves in direction dictated per Random Placement and Movement Special Rule. Unit 
must spend its entire operation point allowance (for both phases if eligible) moving in the direc- 
tion indicated. Units may conduct meeting engagements or hold position (Arab player's wishes) 
on contact with enemy units. 

H: Unit may expend no operation points. Must hold position if adjacent to enemy units. 
W: Unit withdraws, direction is Arab player's wishes as modified by rule 9.5. 
S: Conduct a set piece strike against any eligible unit of Arab player's choice. 
SP: Conduct a set piece strike against any eligible rival PLO brigade unit of Arab player's 

SL: Conduct a set piece strike against any eligible Lebanese unit of Arab player's choice. 
SA: Conduct a set piece strike against any eligible United States unit. 

Notes on the PLO Action Table 

1. Rule 11,1 Detection is amended as follows: Stationary units in city and hill terrain may be 
detected for set piece strikes by PLO artillery units (only) if there is a PLO unit of the same 
brigade as the artillery unit adjacent to the target unit. 

2. PLO guerrilla battalions attack rival brigade guerrilla battalions (or other bracketed AF units 
as if their attack factor was not bracketed. For example, two Yarmuk Brigade guerrilla bat- 
talions attacking one Karameh Brigade guerrilla battalion would be resolved on the 2-1 odds 
column. However, if any unit a PLO guerrilla battalion (or group of guerrilla battalions) 
attacks has a non-bracketed attack factor, resolve the attack as if it is a raid (rule 24.2). 

3. PLO units will never attack Syrian units. 

4. The PLO ambush rule is not in effect for this scenario. 

PLO Random Movement and Placement: 

When executing initial PLO placement, roll a 
ten-sided die for each unit and consult the Ran- 
dom Direction Table (RDT) below: 
















Place the unit one hex away from the brigades 
listed base hex in the direction indicated. When 
a "R" result is obtained on the PLO Action 
Table, the units direction of movement is also 
determined on the Random Direction Table, 

PLO Artillery: When a PLO brigade is acti- 
vated, its artillery fires as directed by the PLO 
Action Table. However, upon completion of 
movement of a US/Lebanese/Rival PLO unit or 
if a US/Lebanese/Rival PLO unit artillery piece 
Fires, the Arab rolls a six-sided die to determine 
if there is any PLO artillery reaction fire to the 
just completed action (call it a "Reaction Fire 
Die Roll"). If the die roll is 2 or less, eligible 
PLO artillery units must reaction fire. The fol- 
lowing modifiers apply: 

-1: Moving unit/firing artillery piece is from 
rival PLO brigade. 

Unit moves within two hexes of PLO 
artillery unit which is eligible to conduct 
reaction fire.* 

Unit moves adjacent to PLO artillery unit 
which is eligible to conduct reaction fire.* 

* Modifiers are cumulative. For example, if an infantry bat- 
talion of the Yarmuk Brigade which began its movement 
phase three hexes distant moved adjacent to the Karameh 
artillery battalion there would be a -3 modifier to the Karameh 
artillery battalion's Reaction Fire Die Roil. 



PLO Artillery Resupply: Before Syria's entry 
into the scenario (if ever), PLO artillery battal- 
ions may be replenished once per turn. After 
Syrian scenario entry, PLO artillery battalions 
may be replenished as often as the rules and 
APF HQ capabilities allow. 

Syrian War Entry: Syria is not initially at 
war with any nationality in the scenario. How- 
ever, there is a likelihood that Syria will join 
the Arab side. During the Initiative and Politi- 
cal Events Phase of each turn the Arab player 
rolls a die (ten sided) if the die roll is or 1 
Syria enters the war and the Arab player 
immediately controls all Syrian forces. The die 
roll is modified as follows: 

-I: Each time the US player uses an artillery 
or airstrike against any city hex. 

-I: Each PLO or Lebanese unit eliminated, 
i . Each ui in past turn I. 

-1: Per US unit that moved adjacent to a Syr- 
ian unit the previous turn. 

Rival PLO Factions: The Yarmuk and 
Karameh Brigades are considered rival PLO 

The scenario ends and the US player wins at 
the completion of any game turn in which no 
Arab unit (currently at war with the US) has 
occupied any hex of Beirut or Beirut Interna- 
tional Airport, and no PLO artillery unit in 
normal morale has been within range of any 
hex of Beirut or Beirut International Airport 
for the entire game turn. If the US player has 
not accomplished this by the end of the fourth 
turn, the Arab player wins. 


Situation: The completion of the Arab-Israeli 
peace talks in May of 1994 returned the West 
Bank to Jordan. However, what should have 
been a joyous occasion for the Jordanians was 
somewhat tainted. The accords dictated that the 
West Bank would he patrolled by a large multi- 
national peace keeping force and the Israelis 
would still be allowed to settle there. As Israeli 
settlers continued to pour into the West Bank, 
incidents of violence against Palestinians and 
Jordanians increased. The multinational peace- 
keeping force, with its hands tied with political 
twine, was ineffective at stopping the civil chaos. 
Later that year. King Hussien decided peace 
could only exist if the West Bank was under Jor- 
danian control. Bid he knew he would need 
some help, his first call was to Baghdad. 

Scenario Length: 4 Game Turns. 
Initial Air Superiority Level: The Air Superi- 
ority Level is "Neutral" for the first game turn. 
US, CIS, Iraq, and Jordan receive 1/2 X DR 
airstrikes. On the second and subsequent turns 
the Air Superiority level is "Israeli I" (i.e., a 
new Air Superiority Level is not determined 
during the Air Superiority Phase of each turn). 
US and CIS receive 1 X DR airstrikes each. Iraq 
and Jordan receive 1/4 X DR airstrikes each. 
Play Area: Only the southern map is used. All 
hexes west of hexrow 29XX (inclusive) and 
south of hexrow XX 13 (inclusive) are in play. 


Initiative: Iraq/Jordan +10 
Special Munitions: 

US: 5 points per turn. 

CIS: 3 points per turn. 

Iraq: 1/2 X DR (total per game) 

Jordan: 5 (total per game) 
SOF Points: 

US: two per turn. Beginning on turn two. 

CIS: two per lum. Beginning on turn two. 

Iraq: one on each odd numbered game turn. 

Jordan: one on each even numbered game 


PLO; one per turn. Cannot use target designa- 
tion mission. 

United States 

82nd Airborne Division: Sets up west of the 
Jordan river within four hexes of the river. The 
attack helicopter battalion may set up on any air- 
port in the West Bank or Nablus (1415) which 
[mictions in all respects as an airport although it 
may only fly helos. 

Confederation of Independent States 

98th Airborne Division: Sets up west of the 
Jordan river within four hexes of the river. The 
attack helicopter battalions may set up on any 
airport In the West Bank or Nablus (1415) which 
functions in all respects as an airport although il 
may only fly helos. 

Southern Lebanon: 1st, 2nd, 3rd Mecha- 
nized Infantry Battalions — Set up west of the 
Jordan river within four hexes of the river. 

Iraq: Tawakalna, and 3rd Armored Divi- 
sions, and 111 Corps HO — Set up on any hill hex 
on the playing area in Jordan, 

PLO: Kustei PLO Brigade (+420 tank battal- 
ion) — Set up on any hex in the playing area in 
Jordan. No more than two battalions may be 
placed in a hex. PLO units may not stack with 
any olher nationality. 

Jordan: 1st Armored Division, 1st attack 
Helicopter Battalion, 1st and 2nd Parachute 
Battalions — A task force from the 1 st Armored 
Division must be placed in hex 2327. 2325, and 
2319. No other unit may be placed adjacent to 
the Jordan river. All artillery must be placed in 
hill hexes and no unit may slack except in hill 
hexes. Except for the above restrictions, 1st 
Armored Division units may be placed any- 
where in the Jordan playing area. The 1st Heli- 
copter Battalion is placed in As Salt (272 1 ). As 
Salt is considered to have a Helo Airbase (like 
Nablus), The I si and 2nd Parachute Battalions 
may be placed in any hill hex in Jordan. 

Turn 2: All units of the 6th Marine Amphibious 
Brigade enter as per rule 9.2 on any coast hex of 
Israel in play. 

United States: All formations Training Level is 

Confederation of Independent States: All for- 
mations Training Level is Elite. 
Southern Lebanon: The 1st. 2nd and 3rd Mech- 
anized Battalions are independent and have a 
Troop Quality of four. 

Iraq: The Tawakalna Armored Division's 
Training Level is Reserve. The 3rd Armored 
Divisions Training Level is Militia. 

Jordan: The 1st Armored Division has an Initial 
Troop Quality of five. The 1st and 2nd Para- 
chute Battalions have a permanent Troop 
Quality of six. 

PLO: The Kastel Brigade is Independent. Guer- 
rilla battalions have a permanent Troop Quality 
of three. All other PLO battalions have a perma- 
nent Troop Quality of four. 

Yemen: The Yemen Mechanized Brigade is 
Independent and has a permanent Troop Quality 
of five. 

Jordan HQ Special Capabilities: Besides its 
listed capabilities, the 1st Armored Division's 
HQ has the following capabilities for this sce- 
nario: Aerial Resupply and Transport Heli- 
copters (R32). Additionally the 1st, 2nd Para- 
chute Battalions and I st Attack Helicopter Bat- 
talion are attached to the I st Armored Division 
HQ and activated when it is activated. 

Increased Arab First Turn Activation Capa- 
bility: At the beginning of the first turn (only) 
operations cycle, the Arab player may set aside 
two formations activation chits. Both of these 
formations may then be activated before the next 
activation chit is randomly selected. 

First Activation Segment Surprise: During the 
first activation segment of the first turn, US/CIS 
forces cannot conduct reaction strikes (air or 
artillery) against Arab units or conduct counter- 
battery fire. US/CIS artillery units supporting 
meeting engagements must fire at half strength 
(fractions rounded up). US/CIS helicopter bat- 
talions cannot fly during the first activation seg- 
ment. US/CIS/So Leb cannot employ reserves in 
the first activation segment. 

Southern Lebanon Mechanized Brigade Acti- 
vation: The Southern Lebanon Mech Brigade is 
activated with the 82nd Abn HQ, So Leb units 
trace supply identically to 82nd Abn units. So 
Leb units may not stack with units of any other 

US/CIS Supply: US/CIS units trace their 
LOC/supply to Tel Aviv, Herzlia, or Net any a. 

US/CIS Air Strikes: US/CIS air strikes may 
only be utilized for their respective countries 
when used for set piece strikes and battles. 
When used as a reaction strike to enemy move- 
ment or HQ detection the nationality wishing to 
call the air strike must actually have detected the 
unit in question. 

SRBMs: SRBMs may not be used for move- 
ment reaction strikes. 


There are 14 city/town/airport/highway bridge 
hexes in the playing area. The Arab player wins 
a major victory if he captures 1 2 of these hexes; 
a limited victory if he captures ten; a draw if he 
captures five. The US/CIS player wins a limited 
victory if the Arab player only captures two: a 
major victory if the Arab player captures zero. 


Situation: 11 October 1973, after repulsing the 
Syrian attacks on the Golan Heights, the Israelis 
were ready to take the war to Syria. In the north- 
ern Golan, two Israeli divisions were poised to 
launch the offensive. Facing these troops were lite 
remnants of your Syrian divisions somewhat bol- 
stered by sporadic reinforcements from Iraq and 
Jordan. Both Israeli and Syrian forces were worn 
down from the battles of 6-10 October. 

Design note; Obviously the only counters in 
the mix are for current formations, so the 00 B is 
not letter perfect. But Hey. this ain't rocket sci- 
ence either. 

Scenario Length: 6 Game Turns, 
Initial Air Superiority Level: The Air Superi- 
ority Level for the entire course of the scenario 
is "Israel 1." 

Play Area: The portion of the map outlined as 
follows (all hex references are inclusive): From 
hex 252C Northwest along the Syrian border to 
hex 3611. East on the XX11 hexrow to 4511. 
South on the 45XX hexrow to 4524 west on the 
xx24 hexrow to 2724. North to 2524, 
Initiative: Israel +5, 
Special Munitions: None 
SOF Points: Israel receives 1 SOF point per 
turn, Syria Receives 1 SOF point per turn. 


Moshe Armored Division — Set up within two 

hexes of 2721. Both task forces of the 7th 

Armored Brigade are set up at disorganized 

morale. Both task forces of the 188th (we'll call 

it the Barak) Armored Brigade set up at broken 


Geva Armored Division — Set up within two 

hexes of 2827. 

35th Parachute Brigade — Set up within one hex 

of Quneitra (3023). 

NORCOM HQ—Sei up in Wasit (2723) 


7h Mechanized Division — Set up within two 
hexes of 3218. Only the following units are 
used. Both mechanized infantry brigades. How- 
ever, they are permanently dismounted for this 
scenario. All artillery units, the tank battalion, 
and the HQ. 

5th Mechanized Division — Set up within two 
hexes of 3322. Only the following units are 
used. Both mechanized infantry brigades. How- 
ever, they are permanently dismounted for this 
scenario. All artillery units, the tank battalion, 
and the HQ. 

1st Armored Division — Set up in or adjacent to 

3rd Armored Division — Set up in or adjacent to 
hex 3614, 

Note: All units (except HQs) of the I st and 

3rd Armored Divisions are set up at cadre 


44th Special forces Brigade — Set up in hex 


High Command HQ — Set up in any hex of 


Note: The Syrian player may place ten hasty 

fortifications in hexes occupied by Syrian 



Israeli artillery in ihe Golan Heighls. 


3rd Armored Division — 1st Armored Brigade, 
3rd Mechanized Brigade, and Recon Battalion 
set up in or adjacent to any hex of Damascus. 
The 3rd Armored Division is activated and 
attached to the Syrian High Command HQ until 
turn 5, when its own HQ enters play. 

Turn 3 Iraqi: Both artillery battalions of the 3rd 
Armored Division enter on or within one hex of 
45 1 1 . One Special Force company enters on hex 

Turn 4 Jordanian: Both Task Forces of the 40th 
Armored Brigade of the 1st Armored Division 
enter anywhere on the southern edge of the map 
that is in play. The 40th Armored Brigade is acti- 
vated identically to the units of the Iraqi 3rd 
Armored Division (i.e., attached to the Syrian 
High Command Until 3rd Armored HQ arrives). 

Turn 5 Iraqi: 2nd Armored Brigade of the 3rd 
Armored Division and 3rd Armored Division's 
HQ enter on or within one hex of 45 1 1 . Second 
Special Forces company enters on hex 4013. 

Jordanian: Any mechanized artillery banal ion 
of the I st Armored Division enters anywhere on 
the southern edge of the map that is in play. 

Israel: The Geva and Moshe Armored Divisions 
Training Level is 1 st Line. The 35th Parachute 
Brigade Training Level is Elite, 

Syria: The 5th, 7th Mechanized, 1st Armored 
and 3rd Armored Divisions Training Level is 
Reserve. The 44th Special Forces Brigade is 
Independent and has a permanent Troop Quality 
of 6. 

Iraq: The 3rd Armored Division's Training 
Level is Militia. The two Iraqi Special Forces 
companies (represented by the two Jordanian 

parachute companies) are attached to the 3rd 
Armored Divisions HQ but have a permanent 
Troop Quality of five. These units are activated 
and controlled by the Syrian High Command 
HQ until the 3rd Armored HQ enters play on 
turn five. 

Jordan: The 40th Jordanian Armored Regi- 
ment's Training Level is 1st Line. The 40th 
Armored Regiment and attached Artillery Bat- 
talion are attached to the Syrian High Command 
HQ until die Iraqi 3rd Armored HQ enters play. 
At that point the 40th Armored is attached to the 
3rd Iraqi Armored Division HQ. 


Air Strike Aircraft types: Because aircraft 
types currently serving in the middle east were 
not available in 1973, make the following 
adjustment to the Air Aircraft Type Table: 

* If the die roll indicates that an air strike con- 
sists of F16As conduct it with A4Ns 

• If the die roll indicates that an air strike con- 
sists of Su24s conduct it with Su22s 

The Israeli player wins a decisive victory if a 
supplied Israeli mechanized unit controls any 
hex of Damascus at the games end. A major vic- 
tory if a supplied Israeli artillery battalion is 
within range of Damascus at games end. A lim- 
ited victory if Israel controls the summit of 
Mount Hermon (2916) and 10 other hexes west 
of the United Nations Treaty Observer Zone (for 
example 3121 would count for this victory con- 
dition 302 1 would not). The Syrian player wins 
it mi I:-,r;iL'ii unit i> oasl of the United Nations 
Treaty Observer Zone at the games end. Any 
other result is a draw. 

Mar Back by Popular Demand! 

Criticism that doesn't kill you makes 
you stronger. If so, I must be the strongest 
man in the world. Upon my arrival on the 
Hill, 1 made one big decision: Change 
The GENERAL. This was necessary for a 
number of reasons; some very obvious, 
others not so. Thus, I made decisions that 
have shocked the bourgeois. On the oilier 
hand. I've also received a ton of positive 
press, and in weighing it all together, the 
prevailing sentiment is that The GEN- 
ERAL is far better now than it was a few 
years ago. There is. however, one change 
that has created mure negatives then pos- 
itives: FIRE TEAM. In 29-3 's Philoso- 
phy, I said I'd try some things and would 
be flexible to dump them if they proved 
fruitless. Well, this little feature has put 
me in the running for "lynching of the 
month" club. Put your nooses away, 
gents! FIRE TEAM has been tired, sent 
off to Siberia until they can learn how to 
be "funny." Enough said. 

And there was much rejoicing! 

Reader Feedback 

In this business, you never know what 
will make someone mad. Case in point: I 
received a letter about a monlh ago from 
a southern subscriber to The GENERAL. 
In it, he criticized us and Lt. David Ray 
Bowman for this statement in 29-6's 
installment of The Rhetoric of Games 
(page 23): "The Union lines, so close to 
where I now lay trembling, hud held the 
day. And, with their victory, o new birth 
of freedom, which I toda) enjoy, was 
brought into the world." This harmless 
phrase was interpreted by this reader as 
Avalon Hill's attempt to "devalue"' its 
southern constituency. After reading the 
letter, I was compel ied to ask this guy if 
he stitt had his Confederate uniform — but 
I refrained. 

Held Back for One Issue 

In 29-6. I said that this issue would 
include a FLIGHT COMMANDER 11 
paper plane insert. Well, that's been 
held up one issue because we can only 
stitch two inserts into the center of the 
magazine. The pre-reg form for AVAL- 
ONCON "95 had to be in this issue for 
obvious reasons. We'll have die plane 
in Volume 30, Number 2. 



1 3 Steps Closer to Improving Your ASL Game 

By Mike McGrath 

There you are sitting across from the leg- 
endary Bill "Fish" Conner in the finals of 
the AVALONCON ASL tournament. You 
are the Fluke, out of No-name, Montana, no one 
else has ever heard of, you've crushed the likes 
of Mark "call me Irwin" Nixon, Guy "Chain- 
saw" Chaney, Mitch "Balicquidator" Baliki, 
Steve "Elvis" Pleva and other assorted ASL rab- 
ble. You have also badly beaten Eric "Barker" 
Baker but no one is really impressed by that. 
This is your first tournament and you're having 
a great time. You have been playing ASL for 72 
hours without a break; with no food for at least 
64 hours, and you have been listening to Pat 
lonke whine about his luck for what seems like 
forever. You think to yourself, "Poor Pat, from 
the sound of it, he hasn't rolled less than a ten in 
three days." 

You snap out of it as Fish asks you what sce- 
nario you want to play. Your attention focuses 
on the "Fish"-the scraggly beard, the keen eye- 
sight, the stupid t-shirt "The Grofaz." What the 
hell is a Grofaz?! He asks you again what you 
want to play. You think to yourself, "I don't 
know, I have only been playing ASL for about a 
week, I just don't know." After much circling 
and sniffing, you and the "Fishmau" finally 
agree on the big scenario. As you are setting up, 
you think "I'm going to get smashed, I've only 
been playing a week and Fish has been playing 
ASL for almost 60 years." Well, never fear 
because after reading this article, you'll have 
taken Tactics 101. 

Okay ASL fanatics, I often read in letters to 
the editor about people who are just starting the 
game or have only been playing ASL for a short 
time wanting basic tactics. Here are 13 sugges- 
tions to rapid Ij' improve your game. 1 must 
stress that not all players will agree with diem. 
All of these suggestions have hundreds of 
exceptions to them. Thai's the great thing about 
ASL; every situation is different, even in repeal 
playings of the same scenario. Most of these are 
valid 80-90 percent of the time but there are 
always situations where they will not be. 

BOOK. I cannot stress 
how important it is to know 
the rules. I try to read die 
rulebook cover to cover 
once a year. Keep a copy of 
the list of ASL questions 
and answers which clarifies 
the rulebook. The rulebook 
itself will tell you a lot of the 
tricks of the trade and let you know when your 

opponent is violating them. A friend of mine 
recently lost two games in a tournament because 
he didn't know that you can breach a fortified 
building with a DC. He lost another because he 
didn't know SMOKE negates FFMO from a 
fire lane attack. 

2. DON'T STACK. Contrary 
to what you read in ASL articles 
for scenario setup, never stack 
units. Unnecessary stacking is 
a recipe for certain disaster. 
Never stack squads when pos- 
sible, always spread out and form firegroups. It 
is better to have one squad in a stone building 
and another in the woods than to have both 
together in the same location in the stone build- 
ing. Use upper levels when possible to avoid 
stacking. By not stacking, the most your oppo- 
nent can hurt with a single attack is one squad. 
My rule of thumb is one squad with a -1 leader 
and two squads with a -2 or better leader. Situa- 
tions may dictate changes in this policy, but 
players who constantly stack their squads are 
asking for trouble. 

3. BE AGGRESSIVE. This is as valid for the 
defender as it is for the attacker. Being too pas- 
sive is the most common mistake the beginner 
makes. I have seen many games where the 
attacker sits at his starting point and prep fires 
every unit every turn until the end of the game, 
then loses because he hasn't taken enough 
ground even though he has killed 10 times what 
he has lost. I have also played games where my 
opponent has the chance to really hurl me by 
taking a small risk, but doesn't because he has 
conditioned himself to never take a chance. 
Always be on the lookout for opportunities to 
nail your opponent. Being able to decide when a 
risk is worth taking is the mark of a good player. 


especially important with armor. Someone much 
wiser than myself once said "Remember, tanks 
don't rout". If you don't need to take a chance 
then don't. Foolish recklessness is a sin. Each 
move you make during the game should bring 
you closer to winning. Don't do something "for 
the hell of it." Think before you move. Before 
moving that big stack through the open, make 
sure it's safe to do so. Be sure the line of sight to 
thai enemy HMG is blocked. If you are not 
absolutely sure, find another route or move one 
unit at a time. If you have a lot to gain, then take 
risks. Otherwise, play it safe. 

4 , -6-7 


5. MOVE. Moving is per- 
haps the single most impor- 
tant feature of the game. 
Before you move any unit, 
know where it is going and how it is going to get 
diere. Always move units individually, never 
move in a stack unless you need the leadership 
bonus. If you are attacking, try to move so that 
the defender in his turn cannot move without 
being fired upon in the DFPh. Attempt to limit 
the defender's defensive fire opportunities. Gel 
a unit close to his firegroups so that they will noi 
be able to use SFF against your units which are 
further away. Recognize when you may be able 
to overwhelm a defending unit with sheer num- 
bers. Sometimes you can take out a position by 
running at it instead of shooting at it. This can be 
dangerous though and is not always the right 

FACTOR. As a player you 
can reduce the importance of 
luck considerably; don't stack, 
this helps reduce the possibil- 
ity of one lucky roll taking you out; try to retain 
concealment, assault move if you are only mov- 
ing one hex, always use terrain; use smoke; 
don't move in the open if possible, etc. Don't 
rally units that need a "2" to rally unless you 
must have them in the next phase. This is espe- 
cially true for broken conscripts under DM. 
Even if you rally them with that "2", they will 
most likely disrupt, or berserk and charge to 
their death. Never try to fix a tank's MA unless 
you need it to shoot at another tank. Tanks have 
too many other valuable functions to risk losing 
ihem to a single dr. 


play. I'm always looking for a way 
to screw my opponent. As soon as 
one of his units break, the first 
thought through my head is "how can I kill this 
guy through failure to rout"? If possible, when 
prep firing shoot at units you can eliminate or 
take prisoner after the MPh if possible. When- 
ever there is a broken enemy unit on the map, 
always try to put it under DM if it can rally in the 
next RPh. If you can't kill a broken unit with a 
tire attack, try to put it under DM in your APh 
instead — so that it can't rout away. 

ATTACK. There are several different types of 


attack. Matching the correct one to the scenario 
greatly increases your chance of winning. Some- 
times you want to concentrate your forces to 
attack at a single point (Scenario 8 — The Fugi- 
tives), other times you want to attack on as wide 
a front as possible to force the defender to 
spread out (Scenario 9 — To The Square) and 
still other times you want to grind slowly for- 
ward mostly prep firing and advancing (DASL 
1— Guryev's HQ). 

9. INFANTRY. Always look for an 
advantage. If your squads are stealthy, 
try to get into CC. If your range is bet- 
ter than the enemy, try to get into fir- 
ing positions where you are at full FP and he is 
halved. Never move into a hex where if you 
break you will surrender or die unless you really 
have to. If you have a lot of leaders around, 8- 
O's make great FT and DC units. When on the 
attack, always set up a prep fire attack group 
with your best modifier/lowest morale leader 
(i.e., 9-2 or 8-1 instead of 10-2 or 9-1, unless 
you expect to be shot at a lot, then use your high- 
est morale leader) and most of your high ROF 
MG. The logic behind liiis is that the higher 
morale leader should be out in front with the 
assault troops. His higher morale will help him 
pass the MC the enemy will surely force him to 
take. His Leadership DRM will then help the 
squads with him to pass their MC as well. Mean- 
while, the lower morale leader with the fucbase 
still has the same modifier to direct attacks with. 
When stacking, always make correct 
stacks-e very one but Germans should stack 
HMG with HMG and MMG with MMG. Ger- 
mans should mix and match to achieve higher 
firepower columns. When setting up firegroups, 
try to get correct columns (i.e., 2 squads and 2 
LMG to get a 12 column). Don't forget to use 
spraying fire, assault fire, dash and snap shots 
where applicable. Spraying fire is especially 
useful for placing residual firepower, [t can also 
be deadly when directed by a -2 or -3 leader. A 
good leader like this can direct his boys to mow 
down two enemy stacks at once if using spray- 
ing fire. 

10. ARMOR. Having been taught 
the ins and outs of armor by the finest 
ASL armor commander I've ever 
known (Guy Chaney), I shall attempt 
to pass along some of the lessons I've learned at 
great expense. The most important thing about 
armor is its immunity to small arms. Tanks 
should always be used most aggressively 
(except against Germans with PFs) to drive into 
opponent's locations, use sD and grenades, cut 
off broken units rout paths, bounding fire, etc. 
When you drive into a unit's location and sur- 
vive, the enemy can't fire out enabling your 
infantry to move forward blasting away in the 
AFPh. Slay in motion with the vehicle as this 
adds +2 to any reaction fire attack. If you prep 
with a tank, that is all it does. If you move with 
him, you can first try a smoke grenade or sD, 
then bounding fire, and then move into his hex 
all in one MPh. The ability to prevent enemy 
units from firing out of an AFV occupied loca- 
tion is the single most important factor in a com- 

bined arms attack. A potent stack can be neu- 
tralized if a single vehicle can enter their loca- 
tion and remain alive. When on the attack, look 
for opportunities to hose people with this. You 
may not want to risk a Panther in this manner, 
but lesser tanks should not hesitate to volunteer 
for this mission. On llie defense, look to mini- 
mize the chance of someone pulling this on you. 
Have AT weapons near your good stacks or 
place the good stacks in terrain which AFV's 
cannot easily reach. 

11. MORTARS. If possi- 
ble, always use light mor- 
tars in the direct fire mode. 
Use heavy mortars (81mm) 
in direct fire if you can, but 
only if they are relatively safe from return fire. If 
you can, always shoot at units in woods. 
Remember that even the light mortars can be 
very effective against armored vehicles. Mortars 
can also be very effective at laying SMOKE 
because they can lay SMOKE and still retain 
their ROF. 


A. Always take prisoners except 
a 9-2 leader +. Shoot those guys. 

B. Never shoot a broken unit thai 
is not eligible to rally in the next rally phase or 
will die in the rout phase — you could rally them 
by HOB. 

C. Always DM units if they will be able to 
rally the next rally phase. 

D. Never lake off dummy ? counters even if 
your opponent knows that is what they are. They 
can do two things-deny enemy ? gain and go 
search out the enemy sniper counter to absorb an 

E. Rarely shoot enemy ? counters if you 
don't know what they are. Bounding fire your 
heavy groups and run forward a couple of HS 
into the enemy unit's location. This comes under 
being aggressive. Don't allow a couple of ? 
counters stop your attack. 

F. Never search a ? counter because you can 
very easily end up dead. Instead, run into its hex. 
You may die, but it's more likely you'll end up 
only broken and the ? will be removed. 

G. Suppose you have two concealed squads 
two hexes away from an enemy squad with ter- 
rain between you. My favorite way to attack this 
guy is to assault move one squad next to him. If 
he shoots, you are concealed and assault mov- 
ing-about as good as it gets. If he doesn't, move 
the next squad into his hex to force him to lose 
concealment-then jump on him in CC if you 
have the ambush advantage or 2: 1 or better odds. 

H. Never get into CC unless you have the 
advantage. CC makes for a very chancy affair. 
Also remember if he ambushes you he can with- 
draw to a hex within PF range of the tank you 
may have parked nearby. 

I. Shoot into melees if it is your turn and you 
can Advance more units into it; unless you 
already have an overwhelming advantage. 

J. Use SMOKE a lot. The only exception is a 
unit with a SMOKE exponent of 1. These units 
get SMOKE so rarely you will probably never 
want to waste the MF to throw SMOKE; unless 

you're crossing a bridge or other choke point. 

K. If you are trying to throw SMOKE on an 
enemy unit throw WP instead. The number is 
one less, but you just might break him. I would 
only try this if I needed a two or less for WP or 
if I really didn't need the SMOKE that badly. If 
you have a tank, gun or mortar and you are 
putting SMOKE in an enemy unit's hex always 
try for WP first. 

13. MORALE. Last but not least is 
your morale as a player. Every player 
at one time or another has broken and 
Started to try rash maneuvers in hopes 
of salvaging an apparently lost cause. As things 
start to go poorly, some players, rather than 
regrouping and reevaluating the situation, begin 
whining about their luck and trying reckless 
things. They then seem amazed that their 4-3-6 
didn't stand up to that 30(-4) (FT attack. His 
morale has broken. When a player's morale 
breaks, he starts contemplating and doing things 
that are incredibly risky. Ten percent of the time 
it will get him back into the game: 90 percent of 
the time he will dig his own grave. Many an IF 
shot, thrown oul in anger over the inability to 
get a hit, has come back to haunt the firer. This 
is not to imply that at some point you may have 
to do very risky things, but it is not on turn 2 
after a bad turn 1 . If you ever start doing things 
and hoping your opponent rolls an eleven or 
twelve, your morale has been broken. The best 
thing to do is get a fresh coke or beer, take a 
bathroom break and when you get back pretend 
you are starting a new game in which you have 
a disadvantage. I know it's hard to do, but don't 
be reckless when things go sour, it just makes it 
that much harder to get back into the game. 
Regroup and try again on the attack. On the 
defense, cut your losses and fall back to the next 
line of resistance. 

Well that's it for Tactics 101. I hope this 
proves to be of some help to the "FNG". 1 am 
not sure that these tactics are valid againsi 
"Fish" though, since he has beaten me the last 37 
times we've played. I strongly hope that you will 
try to attend as many ASL lournamenls as you 
can, as they really are a great time. 

Good gunning and remember "lust Say No" 
to stackine! Commander, oul. 


Eight Steps... (Continued from page 47) 

Deilai Charges can also be used against umks in Scenario C, 

Many terrain types in Chapter B have special 
movement rules for vehicles. There are a few new ter- 
rain types to meet, to play these three scenarios too: 


Vehicles use MP cosis, 


Vehicles move faster on roads. 


Those link- imrrtars can attack (he bridge in 24 F6 in Scenarios 16 and 
18. Don't get Loo excited about Ihe prospect though; they can't do 
nlill.Ii 10 il. 


Vehicles can be restricted on bridges. 


Then; Tnles apply to movement between hexes fJ2 bind C3 on Board 24, 

which could occur in Scenarios 1 6 and 1 8. 


Tank* must lipioe through the trees. 


Crags appeared on I be half of Board 24 dial was off- limits in Scentirio 

12. They come into play at lasl in Scenarios 16 and 1 8. 


There is also a pond on Board 24. 


And (here is a lumberyard on Board 24. another terrain type missed in 

Scenario 1 2. 


Tanks bravely bashing through a building may end up in lite basement. 


How to unblock a roadblock. 


Roadblocks arc used in Scenarios 16 and IS of PARATROOPER. They 
Lire very similar to Ihe ones in SQUAD LEiXDER, 

There are a lol of rules in Chapter C also that only 
apply to vehicles. You didn't have to worry about 
ihcse earlier. Now you have to worry about them. 


Moving vehicles are. harder to hit. 


TTvis rule applies to mortars as well as loOBA tiring at vehicles. Il is pos- 
sible for a small monar [0 hil u tank in ASL (I have never done it, but I 
have seen it done I) 


Gun Duels arc a new concept 

C3.31; C3.332 

Vehicles can be targets loo (and tliey usually are). 


A Critical Hit usually blows away a vehicle, 


Those I Itlle 37mm s:u its on the Kenau 1 1 tanks in Scenarios 1 6 and 1 7 can 
gel multiple hits. 


A vehicle can be hit high or low, as well as from the front, side or rear, 


Vehicles can lire as they move and while in motion, as well as station- 
ary, when in ihc Advancing Fire Phase. 

C5.ti4-5.72l C59 

Other To Hit DRM that may apply when vehicles fire or arc targets, 

C6.1 1-6.12; C6.15-S.16 

Seme To Hit DRM may apply when firing at a moving vehicle. 


This BUM applies when tiring at giant or tiny Largcts. 


This rule is crucial once you hit your vehicular target. 

CS.1-B.3; CB.S 

Some AFVs have special ammunition fsuch as APCR and HEAT) and 
some AFVs can run out of MB or AP rounds. 

At long last, we get to the heart of this seventh les- 
son. This is your first dip into Chapter D; it won't be 
your last. 

D.l; D.3; I>.4; D.4-D.? 

These arc general roles that apply to all vehicles. 


This section describes the various types of vehicles found in ASL P:iy 
special attention to the comments on Fully-Tracked Vehicles (including 
tanks). These arc the only vehicles to appear in Lhc three scenarios Tor 
lesson 7. 


Vehicles move very differently from infantry. There arc a number of 
innovations in ASL not found in SQUAD LEADER (such as MP 
expended in starting, stopping and turning). Read these rules carefully; 
then re-read them even more carefully, 


AFV combat is the whole purpose of having AFVs. Bounding Fire is 
new with ASL 


AFV MG lire is similar to that in SQUAD UiADER. but there are some 

clarifications not found in the original system. 


AFV weapons can break down, just like any ordnance or SW, 


Vehicles gel some protection from terrain. They can also be Hull Down 
behind walls and roadblocksL bill they arc vulnerable Lo underbelly hits 
as [hey cross walls or bocLigc. or climb out of a gully, 


Vehicles have crews, who can be affected by any enemy fire i f they don T l 
keep the hatches closed- D5.7 applies mainly 10 -Shermans, but can also 
apply to the Marder 1 in Scenarios 17 and IS. 


Vehicles are dangerous when they overrun infantry. 


Vehicles can bog down if they go blundering through woods, buildings, 
and other inconvenient obstacles. Skip 8.23 since Mod doesn't appear in 
any ASL scenario prior to YANKS. 

OT.l; W3-9A 

An armored vehicle can serve lo protect its crew and friendly infantry 
hiding behind il. 


All good things must come lo an end. An AFV'S end is a WTCck counter. 


A number of German AFVs <P/. IVC. StltG IIIB. and SluG IIIG in these 
scenururs) tan hide behind their own stmokescreen. 

Now that you have read these basic rules govern- 
ing AFVs, you are equipped to play three more sce- 
narios: 16- IS from PARATROOPER. 


The Advanced Vehicle System 

Back to Russia. This, the last lesson, introduces 
some other types of vehicles, and some variations for 
the use of tanks. Tanks can suffer disadvantages from 
the lack of a radio, they can haul infantry around as 
Riders, or they can be dug in lo become Armored 
Cupolas. In addition, there are the vast array of 
armored cars, trucks, halftracks and motorcycles. Les- 
son 8 also brings in two new types of fortification: 
barbed wire and pillboxes. And two new types of ter- 
rain: the third-level building and die stream. With 
these rules, now there are seven new scenarios that 
you can play: 


ITiese rules apply to the Trucks in Scenarios 6 Lind S from BEYOND 
VALOR. Trucks arc vulnerable Lo everything. 


Riders and Passengers may be pinned. 

A 1 1.422 

This is an effcclivc weapon against infantry in Close Combat. The P/. 
IVJ in Scenario fg equipped with Lhe Naliverteidigungswaffe. 

B 13.43 

The branches sweep riding infantry right off the tanks. Quite a sight to 
heboid I'm sure, so not allowed in ASL 

B 19.5-10.52 

This applies lo the gully on Board 24. in use for Scenarios 16 and IS. 

B2U. 1-20.6 

A stream is found on Board 22. found in Scenario 6. Of course, crossing 
at a bridge is the civilized alternative lo splashing Ibrough Lhe water. 
Who needs a bath in the midst of a firefight, 


There is u tall, third-level building in Scenario 9, 


Where there is a will, there is a way to clear 8. Tills is very similar to 

rules on clearing rubble. flanLcs, and roadblocks. 


Wire, which was extremely common in World War f I makes its first ASL 
appearance in Scenario from BEYOND VALOR. 


The dreaded pi 11 bos helps the Russians defend The Citadel in 

Scenario 10, 

Tliis carl ctMrie into effect in Scenarios F, and It) if one of those big guns 
(or OB A) of lOQmm or more gels a critical hit. 


Several small guns in Scenarios 6, 8 and It) have theopLion of using I FT 

rcsoludon instead of the usual To Hit procedure. 


There is an AA gun in Scenario 1(1 thai has a 36(1" mount. 

C 10. 1-10.23; CI 0,3] 

The halftracks in Scenario F. can haul around [he German AT guns. 


Like PP. ATMM arc abstracted in ASL The Germans can use ATMM 
during 1944 or!945 (Scenarios 7-9 and E). 


Armor leaders, which were introduced in €01. are found in Scenarios 6 
and 9, one on each side. 


l_ow Ammo rules apply to the SU-152 in Scenario 1. This is new with 

IKi.l-fi.72, [Xi.9, IW.2 

Trucks and halftracks can cany passengers, and tanks and assault guns 
can carry riders on top. Read all ELbout the procedures in D6 before you 
play Scenarios 6-9 and F-. Infanlry can ride Hie lanks in Scenarios 16-18 
and in C. but they never do. 


Armored Cupolas appear in Scenario 10, and are not lo be seen again 


Dl 1.2-11.23 

Various German AFV can have the added protection of Schuer/en in 
Scenarios 8 and E. 


This applies to that same old Py. tVJ in Scenario 9. 

The lack of coordination caused by the lack of radios is simulated by this 
rule, which inconveniences the Russians in .Scenarios 6 and C. 


Motorcycles arc used in Scenario 6, very early in the war in She Fast. 

This completes your working introduction to 
ASL. You can now play Scenarios 6-10 from 
BEYOND VALOR and Scenarios C and E front The 
GENERAL — giving you some 23 scenarios (23 sep- 
arate games) in all. Equally exciting, these lessons 
form a firm foundation for the rest of the ASL sys- 
tem — which numbers well over 100 scenarios now. 
For those of you who have SQUAD LEADER but do 
not have the updates of Scenarios C and E, here is 
the detail for you lo enjoy them: 

Scenario C: The Russians have three T-34 M41 
and one T-34 M43. The Germans have three SluG IIIG 
and two StuG inB. Environmental Conditions are 
Moderate, with no wind at start. All the Russians in the 
Tractor Works (Building X3) gel the Fanaticism bene- 
fit while in the building only, which is a Factory 
(B23.74). Use the Sniper numbers and ELR, and lhe 
Balance Provisions, found in Scenarios A and B. 

Scenario E: Replace die 48 Russian 44-7s that start 
on Board 3 with 24 4-4-7s and 24 5-2-7s. The Russian 
Turn 3 reinforcements consist of six T-34 M43. Delete 
the LMG from the Russian Turn 5 reinforcements, and 
the .50 HMG starts Dismanlled. The two halftracks are 
replaced with two Z1S-5 trucks. 

For the Germans in Scenario E, start them with 
three LMG instead of four. Their first turn reinforce- 
ments consist of a 2-2-8 crew, SPW 251/1 and a 75L 
AT gun in low. Four Pz IVH panzers enter as the Turn 
2 reinforcements. The force that enters on Turn 4 
includes an 8-0 leader, the MMG and HMG are ini- 
tially Dismantled, the halftracks are SPW 251/1, and 
the PF counters are ignored (due to the inherent PF of 
the Germans). The Turn 5 reinforcements consist of 
three 2-2-8 crews, a Pz IIIN. two StuG IIIG(L), one 
SPW 251/sMG, one SPW 250/1, and a SOL AT gun. 
Finally, a StuH 42 arrives for you on Turn 8. 

Environmental Conditions are Moderate, with no 
Wind at start. The German radio thai sians onboard 
represents one battery of 8 1 mm MTR OB A; the radio 
lhai enters with the Turn 4 reinforcements represents 
one battery of 100mm OB A. Russian E-LR is "4" and 
SAN is "3": German ELR is "3" and SAN is "4". The 
Balance Provisions are straightforward (al least for 


you experienced fellows who have mastered all the 
rules) — 

German: die radio that enters on Turn 4 represents 
I50mm OBA with Plentiful Ammo (CI.2I 1 ) 

Russian: add an 8-1 leader to die initial onboard 

Enjoy these seven scenarios. And, of course, play 
the previous ones too. As often as is necessary for you 
to feel that you have mastered the intricacies of this 
most marvelous tactical wargame. 


More Co Come 

You have now read through most, but not all. of 
the ASL rulebook. What remains, you ask? Oh, the few 
odds and ends, as well as a few more modules, some 
offering additional specialized rules: YANKS, PARTI- 
don't forget the two Deluxe modules, STREETS OF 
FIRE and HEDGEROW HELL There are also plenty 
of new and updated scenarios published in The GEN- 
ERAL and in foe. ASL Annuals, many of which you can 
play with just the rules you have studied here. 

YANKS offers the new rules dealing with a host of 
special features that were in the original SQUAD 
LEADER system, run were mil included initially in 
ASL: Nighl, Weather, Aircraft, Paratroop Drops, 
Gliders, Boats and much more. WEST OF ALAMEIN 
introduces the desert environment and rules to play 
therein, which was never seen in SQUAD LEADER. 
HOLLOW LEGIONS brings us a new nationality, the 
Italians. RED BARRICADES features more urban 
combat and brings the first campaign games (and 
rules). And we will soon see the warfare in the 
Pacific and Asian theaters, with the Japanese, Chi- 
nese, Marines, jungle righting, pack animals, 
amphibious landings, and so much more. The system 
can truly be all things to all who may be interested in 
World War 2 tactical combat. A lot of rales that we 
have skipped over or lightly touched upon in these 
lessons will become important in these later modules. 
A brief listing might suffice: 


Overlays were introduced in Gl. "Elicy become very important in the 
desert scenarios found in WEST OF AlAUEIN and HOLLOW 
LEGIONS, and will figure prominenlly in Ihe Pacific/Asian scenarios. 

A4.1321 B1&31-1&& 

Woods-read heses appear only on Board 5 (used in several of lire 
updated .scenarios! and on Board 32 (which is used in several scenarios 

A 13 

Cavalry rides again in Scenario 33 and in three scenarios in THE LIST 



Mnlolov Coeklails find llieir best use against AFVs in STREETS OP 
FIRE. Scenarios AT and Al I IASL Annual '&), and to FED BARRI- 
CADES. You'll probably want 10 review the rules when yon next see 
Ihem in a scenario. Then there's Ihc Moloiov-Projcetor [0 1(1.1 that is fca- 


You will likely want lo review ihis section when you nicer lite rail Amer- 
ican Order of Balrle in YANKS. 

A 35.4-25.46 

The British dcbrrl in WEST OF ALAMEIN and figure in several HOL- 
LOW LEGIONS scenarios, as well as some scenarios published in [Ire 
paces of The GENERAL and Ihc ASL Annua/. 


We haven't seen Ihc French yet, hut Ihcy are on their way. Look for Ihem 

in Ihc not Loo d islam future.,65 

The Italians are the sears in HOLLOW 1-EGIONS. They take on the 

British, ihe Americans, the Russians. Ihe Germans and anyone else Ihcy 
can find. Jnsl look at the scenarios in this issue of the ASL Animal. 


The Finnish &ur, the best infantry in World War 2. appear in Scenario 

A 1 1 found in last vcar's ASL Annual. 


The Axis Minors, represents 
appear it PARTISAN.' 

ihe Rumanians ami Bulgarians. first 


The Allied Minors arc introduced In THE LAST HURRAH. They include 

(lie Poles, Norwegians. Duleh. Belgians, Yugoslavs and Greeks. 

Scenarios A2 and A3 from the '89 ASL Annual include ihe runway on 
Hoard J-k Scenario 2^1 from YANKS turned the canal on Board 22 into a 
wide boulevaid. 

Sunken roads appear on DASL Boards e. f ami g in HEDGEROW HELL 

and on Board 32. which is used in several PARTISAN! scenarios. 


Thus far. only the first scenario in I his year's ASL Annual makes use of 
[lie elevated roads. An elevated road may also show up in Scenario A 19 
during the F5SF mini -campaign. 

K6.41-fi.42. 116.431 -6.45 

These rules refer ro special bridge types that are rarely found. We have 
the mles Ebrtbom, to he able to cross that river when we come lo it 


Tunnels can he very important in many of the RED BARRICADES see- 
narios. if lire defender is imaginative. Also review (he sewer rules CBS. 
1 -8.51 when you get ready to play RED BARRICADES 

B 10.2 It 

This is an optional rule Thai can he used in any scenario that includes 
hills. Warning: Ihis has a severe impact upon Ihc play of the scenario, 

B 10.5- 10.52 

This is very important in any scenario making use of Boards 9, 1 5 or 25. 
Board 25 is featured in several scenarios in lv*£iT OR ALAMEIN and 


Forest rules have yet lo appear in any ASL scenario published lo date. 
But you'll sec a variation of them with the jungle scenarios in the next 



These arc rarely used variations on the Marsh rules, 


Now we have some rarely used variations on the Stream rules, 

B2U4;B21. 21; 

"Plicse arc die variations on Water Obstacles in general. Fording (B21.4I) 
actually plays a role in one HOLLOW LEGIONS scenario IY54). 


You'll need Ihis if you lake Ihe German rale in the scenario "Contest in 

Ihc Clouds" (YA23.I in Ihis issue of the ASL Annual. 


The marketplace only exists on Board 12 the* R7|. In ASL il makes its 

appearance Willi Scenario Y55, 


When you play RED BARRICADES, be sure to review the rules for Fae. 
tories. Rooftops and Fortified Buildings. They gel a lot of use in that 


Trenches and vehicles mix in WEST OF ALAMEIN. And we finally see 
Ihc effect of AT Ditches wilh play of RED BARRICADES. 


Mines make a sudden appearance in HEDGEROW HELL ami H'EST 

OF ALAMEIN, as well as a number of GENERAL and ASL Annual 



The Bunker rule is used In Scenario 49 of THE LAST HURRAH, and 
trenches can connect to alt sorts of interesting things in RED BARRI- 


A Field Phone is first used in DASL Scenario 4 in STREETS OE TIRE. 

and then shows up occasionally in scenarios in the later modules. 


Offhoard Observers appear in at least three unpublished scenarios I have 
playlested. One does appear in WEST OF ALAMEIN (Scenario 41) and 
one in HOLLOW LEGIONS (Scenario 5S). 


Pro-registered Fire can be called in by thai field phone in DASL Scenario 
4; it is used occasionally in later scenarios as well. 

The Gentians are victims of a Bombardment in DASL Scenario 10 of 
STREETS 01' FIRE, a fale Ihcy share wilh others in lalcr scenarios. 


American tanks have Gyroslabilizers in TANKS and in HEDGEROW 

HELL A mosl useful loot at limes. 


Cannisler is used hy several U,S, AFVs, including the Stuart (M5A1). It 
is also available for several British vehicles, primarily those built in the 

States. Stuarts appear in a few scenarios tHEDGEROW ItliU. and 


Illuminating Rounds arc only relevant during nighl scenarios (but then, 
you knew thai). Nighl rules are first introduced in YANKS and arc used 
in several scenarios thereafter, 

CI 0.24 

Umbered Fire is allowed for several German guns (mainly Ihe A A guns 
and Ihe 881.L AT gun), but they rarely appear in the same scenario as 
their iranspori. This rule is fi rsr used in WEST OF ALAMEIN (Scenario 
37) for a British 4t)L AT gun. Il could play a pan for the towed German 
SS AA gun in Scenario M (which appeared in The GENERAL). 


These rules apply only to very large ordnance, which rarely show up in 
ASL '$ tactical scenarios. Nevertheless, you have Ihc m Ecs for Ihem if you 
ever do sec these RFNM/NM weapons in play. 

CI 0.4 

Trailers also are fairly unusual to see in play. A SdKlV. 0/2 show^ up in 
Scenario 26 in YANKS; a L3 appears in Scenario 58 in HOLLOW 

LEGIONS: and Crocodiles appear in Scenario A25 in Ihis issue of Ihe 
ASL Annual. 


You have Ihc rules and counters for Reeoitless Rines. Maybe some day 
they will appear in a scenario. 


ATRs arc used extensively in STREETS OF EIRE, early in the war in 

THE (AST HURRAH, and in Ihc deserts of WES T OF ALAMEIN. 

The P1AT was used by Ihe British lalcr in Ihe war (from April 1943). 
Play W'ilh it in "Cold Crocodiles" and "Tlie Island" in Ihis ASL Anmttil. 

0.2: D12 

All hat the American and British armies in World War 2 were primarily 
horse drawn, but wagons rarely appear in the front lines. The Poles have 
wagons in THE LAST HURRAH scenarios, and [lie Germans have diem 
in Scenario G7 in The GENERAL A wagon is also used by Ihe Russians 
in Scenario A 12, and the Finns have si edges pulled hy reindeer in Sce- 
nario All— both found in lust year's ASLAnutml 

D.5; D8.23 

A Secret DR is required only in Mud or Deep Siunv, These ineonveniem 

ground conditions, do not occur in any published AST scenarios ycl. 


This is a very little used rule. It can he found as a Balance Provision in 
Scenario A 7 in '89 ASL Annual if you want to try it. 

Luckily for Ihe infantry, you don't sec flamclhrowing vehicles very 
often; hut every major nationality had at least one type. This rule will 
apply to Ihe Italian L3 Lf (Scenario 58) ihc German ?i. m(Fl) (DASL 
Scenario 7). the German SPW '251/16 (Scenario A9 in Inst year's 
Annual), and Ihc British Crocodiles (Scenario A2S in this year's 


You don 1 ! need to read up about Carriers until you play WEST OF 
ALAMEIN, since these tire unique lo the British Army. 

D13.32- 13-33 

Smoke Mortars were common on LI.S. and UK-built lanks. The .V;i, 
don't have Ihem, and the Russians only had them on the lendlease vehi- 
cles. Some American vehicles have Smoke Pols. You will use these 

rules in various scenarios, heginning wilh I hose in YANKS. 

You can see that there is a lot left to experience in 
the world of ASL still, and plenty to look forward to in 
the future. Between the scenarios published in the 
modules, in the magazines, and elsewhere, there is 
enough to keep you gaming for a long time once yoo 
have mastered the basics in these eight lessons above. 
How many games offer such endless variety? And, 
should there be some rule that you are just itching to 
try (bicycles maybe, or DD tanks), you can always 
craft your own DYO actions. With such flexibility, I 
am sure that ADVANCED SQUAD LEADER will bt 
played for many years to come. 


(continued from pg. 21) 

Stock Token 


Each corporation with a 

Par Value will have its token 

on this chart. The token will 

move up or down, left or 

right, whenever the value of 

the stock changes. 


After a Stock Round is completed, the game moves to the Operating Round: 

Base City 




This is where you (as President) will conduct 
Corporate business and try to earn money for 
yourself and for your Corporation. The game 
map represents the northeastern United States 
and southern Canada. When the first game of 
1830 begins, a hex grid is superimposed over the 
land and the city revenue values (printed in yel- 
low) are displayed. Under the GAME button on 
the top of the screen is a toggle on/off button 
where you can remove these features and play 
the game on a clear map. However, as any vet- 
eran 1830 player will tell you (and as I've expe- 
rienced), it's vital that you keep these features in 
place. The hex grid is color-coded to show the 
three different colored track tiles (yellow, green, 
brown), and the city values are important also as 
they show you where the highest revenues can be 
obtained by trains running. 

Let's discuss the three major Presidential 
goals in the Operating Round. 

Lay Track 

One major responsibility as President is to 
decide where to lay track for your Corporation. 
During your Turn, the LAY TRACK button will 
light up on the right hand side of the screen. To 
lay track, press this button and one or more 
hexes on the game map will shimmer: 

Lay Track 

Laying track is easy; deciding how to lay 
track and where is the hard part. At the begin- 
ning of play, each Corporation begins with one 
station {called its "Base" city) on the map. From 
these bases, you will construct train Routes (by 
laying track) between the various cities strewn 
across the congested northeastern United States 
and Canada. When you lay enough track to con- 
nect two or more cities, your Corporation will be 
able to run its trains and earn revenue. 

Buy Trains 

These are the hexes where you can place 
track tiles. 

There are six different types 
of trains available in J 830, At 
the beginning of the game, 
only the 2-Trains are available; as play pro- 
gresses, other trains appear. What is a 2-Train? 
Well, a "2" Train is a small locomotive that can 
run a "Route" between two adjoining cities 
(including its starting city); a "3" train can run a 
Route between three adjoining cities, and so on. 
Each train represents an improvement in speed 
and power, and each train becomes available as 
soon as the previous train has been sold out from 
the Bank (with the exception of the diescls). So, 
you can imagine how quickly the game changes 
as soon as the 4- and 5 -Trains come up. And the 
arrival of new trains affect the sequence of Oper- 
ating Rounds and the kinds of track dies you may 
place on the map. And, the arrival of certain trains 
forces the obsolescence of older trains. For exam- 
ple, as soon as the first 4-Train is purchased, all 2- 


Trains are immediately removed. Now imagine 
yourself as President of the B&O At the begin- 
ning of play, you're able to buy a total of four 
trains. You decide to buy three 2-Trains (which 
cost $80 apiece — chicken feed), and forego the 
purchase of a 3-train when they become avail- 
able. The other Corporations operate and all the 
3-trains are bought up. The next Operating Round 
begins and the first 4-Train is purchased by the 
Canadian Pacific Railroad. Suddenly it's your 
turn and you don't have any trains. You can still 
conduct business, but you have no trains and 
therefore the B&O won't earn revenue this Oper- 
ating Round. The only way to earn revenue is to 
run trains between cities. No trains, no revenue. 

These are the kinds of purchase decisions 
you'll have to make as President of a Corpora- 
tion. Make the wrong decision and. ..well, you'll 
be run out of the boardroom on a rail. 

Earn Revenue 

The third and perhaps most 
important decision you'll 
make as President is deciding 
whether to pay out dividends 
to shareholders or withhold 
the earnings and reinvest in 
the Corporation. This is where your dual roles of 
Baron and President conflict. To earn money as 
a Baron (which is what you must do to win), you 
must make dividend payments. If you're Presi- 
dent, you probably own a great deal of stock in 
that Corporation, which means that every time 
you pay a dividend, you put money in your 
pocket. However, as President, you must under- 
stand that the health of the Corporation is neces- 
sary for your overall survival in the game. 
Sometimes, you'll have to withhold the total 
revenue earned in order to buy trains. Every time 
you withhold dividends, the value of the Corpo- 
ration's stock goes down on the stock market. 
It's a difficult decision, and the time will come 
when your brow will begin to sweat and the 
clock starts ticking louder and louder and 
louder, and the ticker-tape is ticking and ticking 
in the background and the "Board" is waiting for 
your decision (J.B., your right hand man, is 
waiting to hear your decision to determine if lit- 
tle Jimmy will get his Polio shots this year), and 
your mistress is waiting out in the stretch limo, 
cooly dragging from a Benson & Hedges™ and 
you'll move that mouse arrow over the "WITH- 
HOLD EARNINGS" button and all hell will 
break loose. Cries on Wall Street, "Extra! Extra! 
Read all about it — B&O withholds dividends; 
stock value plummets, shareholders outraged!" 
The life of an entrepreneur is a tough one. Do 
you have what it takes? 


All of these decisions makes 1830 one of the 
most challenging games I've ever played. The 
Artificial Intelligence is supreme. It's one of the 
toughest AIs I've encountered. Russ Williams 
(lead programmer) and Symtex have done a 
splendid job in capturing the flare and strategy 
that has made the 1830 boardgame a classic. If 
you're the kind who loves the brutal arena of 
Wall Street and railroading, this is definitely the 
game for you. Strap on your portfolio and go at 
it. Next train leaves at high noon. 


The Stalingrad Tactical 
Training School (1942 Semester) 

Few would deny that STALINGRAD (Avalon 
Hit! and Atomic' s newest release in the World at 
War™ series) is a monster game, with scores of 
units and vast amounts of territory in which to 
maneuver these units. Figuring out the best 
moves can be difficult. In the following article, 
Eric Sposito (a play tester of the game) discusses 
some of the best methods of movement and 
attack across the steppes of Russia. 


I have seen many articles that have attempted 
to inform the newer World at War™ player 
as to game mechanics. There have also been 
articles that have given very vague tactical 
advice such as "use combined arms tactics" or 
"artillery and air power need to be combined 
with ground assaults." That is all very good and 
it's necessary to use all arms tactics in the attack. 
The one thing that I have not seen, however, is 
anything on tactical deployment. Tactical 
deployment is just a fancy word for "how in the 
heck am I going to use my forces to achieve the 
goals that I have laid out for them"? 

In the following article, I hope to show some 
of the less experienced players of STALINGRAD 
how to deploy their forces and how to use them 
in some very difficult circumstances. The Russ- 
ian steppe leaves few hiding places, no oceans to 
use as flanking cover, and the rivers and lakes 
are all frozen. There's only the city of Stalingrad 
in which forces can benefit from a large indus- 
trialized area. 

The situation is very hard to master and I 
hope that this article shows the newer player 
how to deploy in the various circumstances he 
will encounter. Below is an overview of each 

Sections 1, 2, and 3: 

Attacking the Start Line, Sword & Shield, 

and Breakthrough Operations 

These sections will show you how to deploy 
and execute in the attack. 

Section 4: Defensive Operations 

This section gives you some idea on how to 
deploy in the face of vastly superior forces and 
the reinforcement of critical areas. 

Section 5: Advancing Into a Void 

This section gives a quick overview on how 
a formation should move in die open in antici- 
pation of contact with the enemy. 

Section 6: Coup de Main 

This section shows a standard military 
deployment in an outflanking maneuver when 
faced with a strongly fortified and strongly 
occupied objective, probably the most difficult 
military situation of all. 

By Eric Sposito 

As you read these sections, look at the screen 
shots provided. They're pertinent to the discus- 
sion and will show how the correct deployment 
and usage of your forces will make your future 
play in STALINGRAD a much more enlighten- 
ing experience. 

SECTION 1: Attacking the Start Line 

In this example, using the scenario Quiet 
Flows the Don, we find the Russian infantry 
deployed in a forward position. It's accepted 
practice for the infantry to go in and punch a 
hole for the armor to roll dirough. When plan- 
ning your initial moves, it's very important to 
take stacking limits into account. You arc only 
allowed three Regimental/Battalion size coun- 
ters per hex in the 3 Kilometer scale games. 

When planning my initial assault, I'm going 
to put my infantry to their best use. They will 
assault the Rumanians in their fortifications, but 
my Russian infantry will be given orders to 
attack with no advance (Figure la). This will 
allow me to pass my strong armor through the 
attack so I can attempt overrun attacks on the 
first turn. Even if the Axis player rushes anti- 
tank units up to reinforce his front line infantry 
on the first turn, 1 will be in an excellent position 
to smash the Axis lines on the second daylight 
turn of the first day. 

FIGURE 1A — Russian infantry attack sets up overrun. 

In this example, I have given two battalions of 
the 47th rifle orders to attack with no advance. 
The other battalion of the 47th rifle is given 
orders to move through the Rumanian unit that's 
going to be under assault. On the immediate right 
of the 47th rifle division, I have ordered the two 
battalions of the 14th rifle to attack with no 
advance. The 8th Guards tank regiment deployed 
with the 14th rifle is ordered to move through the 
target hex in a southerly direction, in tandem with 
the one battalion or the 47th rifle on its right. The 
26th Tank corps will contribute one heavy tank 
battalion to the attack (Figure lb). 

The attack by the infantry forced the Ruman- 
ian infantry unit to retreat. A Rumanian anti tank 

FIGURE 1 B — Tank and Infantry combined 

arms overrun executed. 

company that rushed into the fortified hex after 
the infantry attack was then overrun by the two 
follow up tank regiments and one infantry unit. 
You can see the positions at the end of turn 1 
(Figure lc). 

FIGURE 1C — Russians are set fo widen the breach. 

The Russian player is now in a position to 
widen the gap with additional overruns as the 
adjacent Rumanian unit is devoid of strength 
and extremely vulnerable. 

On the next tum, I plot for the two forward 
tank regiments and the one rifle unit to overrun 
the two Rumanian units on their flank. The over- 
run attack is set up by heavy artillery attacks 
(Figure Id). The overrun is then executed (Fig- 
ure le). I then plot to feed the remaining units of 
the 26th tank corps and the units of the 10th tank 
corps through the breach and complete the 
breakthrough (Figure If). 

Artillery strikes set up the overrun attacks 
and [lie units advancing in strategic mode run 
into ambush south of the breakthrough site. The 
ambush attacks cause me no worry as the units 
that I've sent into ambush are of high quality in 
attack supply and well rested. They will suffer 
little from the Rumanian units that are fatigued 
and in poor supply on turn one of the game. 

The Russian player is now free to roll up the 
Axis right flank and possibly co-ordinate with 
another breakthrough to the east that will allow 
for an envelopment. 

I/I... JBIiliSi ...L. 


FIGURE 1 D — Artillery sets up overrun attack. 




So viet owrun attack 

Allies Outstanding I 
Axis pijor 

SECTION 2: Sword and Shield (Schild und 

The operational theory of Schild und 
Schwert is what is more commonly known as 
the double envelopment or pincers movement. 
Sword and Shield is a variation that uses either a 
geographic feature, water, mountains or a river, 
or a strong immobile force thai an attacker can 
thrust towards and pin his enemy against. Once 
contact is made between the spearhead (Sword) 
and the immovable object (Shield) the forces 


caught in the trap are cut off from their source 
of supply and can be easily defeated. 

In Figure 2a, you can see how die lead ele- 
ments of the 5th and 8th Rumanian cavalry have 
punctured the Russian lines in the south. In their 
present position, they make the perfect "shield." 
They have used up a good deal of their strength 
in breaking through the Russian line and now 
the German 23rd panzer, immediately to their 
north, can start to close the trap. 

j ; 

■JL„ ,Jr, 


i i i 

If I 


■K X... X 




1 i 

S v 

! I 


H 1ll« 

if ggi i'fe^l 

iMSji [ lajifis] 

! ) 

'y^^^r k r 

f^^'/'fc"'* ':*" "V :"* 'V "V"" '"': 

0f» F i i 

FIGURE IE— Double overrun. 

: *f" . tr.l r 

■ 1 




! / ^ 



'. . !.-.. 

I 3 

T s 


!+[l... ,11+1.1....... ,j 

FIGURE IF — Breakthrough is achieved. 


I 3 

F I 


FIGURE 2A— Southern thrust. 

In Figure 2b, you can see the lead units of sion can now funnel through more mobile 
the 23rd panzer division that have just elimi- forces who can then flow to the southeast to pin 
nated three Russian units to their front. The divi- the Russian infantry to the Rumanian shield. 

"■ "V V" '*'*'" "'**"' " V" "'* *** '*■'■" r+ v J ' "V* 'V '*'t *"" 'V* 

i I ■ 1 I E i ': \ \ \ \ \ \ 

"-■. .•-"-: .'- V -', ,■-■*-'. ^-: .■- V '- h -■-*--, -'-*-■- .■'■*'■- -"-*"■, >■*'■, .-' Kr *, ,■-"■'*»_ 

r f f : * : t r ' ! : T I 

ll H t WH IWI H l 

^■'...r > "- J ..'' ' 

v' " T V V -X"v 

I .' I I - I • ■ . ! ■ -I ',' I I -i I ■' 1 - * 

, V' l '■'/^ , v ,i '^^'^' ^v 'v A /' , '. y \ ;l, ■■/v'\ ,f,, ■/' ,,, ■■/ 

f ? r r r ? r t ? iTji[®Q0S r s = r r ? , 

: i i ; : f MJu: s : JTt : 3 i i I : : i i i i : 

JW. ,. V ^ ,.■'''■. ,i*-. J?*. Aim Jf*m _^*". J*"* ^■"'"P i"*-. .■*-» .■''■. I-' 1 '. .' % '^_ -■*■■- Jk.''l ...'■.■ ..^n. ..^J. . ..V. ■ _-.S, »*». rf*.^ _,*-, A J'^. _,*■ 

iisumj ..'■..,,^-. v ..--. v .»-..,.--..,.^-..,..'-..,..*-..,..- . -*■..,..■•> ■■ J ^« !, -»- ^-v ■*-. ■'■■■-■■'-■-■■ "-,■■*■■ ■,-■'-■-■■*-■-■ 


"*y.+ X '■■^■ T ' "''J-' "*V"'" V" "V*" 

v x. v i.,j.. v j.. 

: i ; : i f : 


/ -sV,,i,, 

-,- y - y ■?■■ y Y 

I I I I I I I .1. ,i, j., i.. ,i. i. .1. ,©, .ft., .i, .1®. 

i f i< ,*- H a i i>. 3-, ,», ,*, ,i. ,»„ .h. >, >. .-iSyiiiiyi. .^-. >. 

r r 'r r r r r r w '?" t r r r r r r r r m 

1 1 

' r 

■■ T y -j, y y ... jatf ,. •.,.- -,..- y ■ -.^ 

FIGURE 2B — Onward ta Ihe Rumanian shield 


In Figure 2c, the 23rd panzer and 8th 
Rumanian divisions have joined hands in the 
Russian rear, trapping die Soviet units in a vice 
from which the only escape is either surrender 
or annihilation. 

This encirclement is what is called a "small 
solution," It's not very deep and as such carries 
no great risks. As your encircling movements 
get larger and move to trap larger forces you, as 
the attacker, will take on a much greater risk. 

The best rule of thumb when employing 
S child und Schwert tactics is to evaluate the 
forces you have on hand and estimate what can 
be realistically expected of them. In my exam- 
ple, the Rumanians performed much better than 
I expected so my operation became a joint effort 
between the German and Rumanian units. There 
will be times when your units perform better or 
meet with inferior opposition, and there will be 
times when your units will not perform as you 
have expected. Be careful to maintain some type 
of reserve whenever performing envelopments 
like the one described here. If you are up against 
a crafty opponent, he can turn the tide against 
you and you could end up the one encircled. 

In OPERATION CRUSADER (The first in the 
WaW M series), you will have much more of an 
opportunity to employ the Schild und Schwert. 
The escarpments that line the battle field offer the 
imaginative commander many opportunities to 
pull off a pincer movement, and with terrifying 
results. The Large solutions (i.e., great encircling 
movements), are open to you in OC. Use this tac- 
tic wisely and you will be able to accomplish a 
lot. Use it unwisely and you might find yourself 
knocked down to buck private. 












FIGURE 2C— The Noose is closed 

SECTION 3: Breakthrough Operations 

After the initial breakthrough, you must 
make a decision on ( 1 ) what your objectives are 
and (2) what forces you are going to make 
available for the different jobs that must be 
accomplished to make the breakthrough suc- 
ceed.The game objectives will give you the 
objectives for your spearheads. Just like in real 
life the towns, cities, railroads, and main roads 
are all good areas to send a spearhead. 

Initially, your strongest tank units will make 
the breakthrough. They will advance through 
the infantry assault, hopefully overrunning the 
Axis forces on the first turn. As shown in the 
previous segment, once they have broken 
through the Axis front lines they will have to 
widen the breach so the second echelon troops 
(your motorized infantry and cavalry groups), 
can flow through the hole and proceed on to the 
first objecdves. 

Seeing how your tank forces will be thor- 
oughly exhausted from their work on the first 
day, it is best to advance with your armored 
infantry (Figure 3a), if available, forming the 
tip of the spearhead. You can see on the south- 
em flank (Figure 3b) that I have placed two 
tank battalions and an anti aircraft and artillery 
battalion. They have been ordered to entrench in 
those positions. These are weak screening units 
that are scheduled to receive stiffening from the 
follow up infantry group located on the south- 
eastern portion of the map. If the Axis attempts 
to counter attack anywhere along the southern 

flank, I will be able to send the cavalry to their 
aid. Cavalry or mechanized infantry is much 
better suited to this stiffening roll than regular 
infantry due to their increased mobility. 

An important thing to remember is that if a 
unit is fatigued you should let them rest a turn, 
especially a night turn, before ordering them to 

dig in. Once the forward support elements have 
entrenched, you can rest them with the knowl- 
edge that if any armored force engages them 
they will be able to defend against attack for the 
one mm needed to rush in the cavalry (or 
infantry) reinforcements. 

"*°* ""**-.. ■,-'" ", ."'** ""^ *r r '~" m ^ l * Jr 

i \ I I SI 

',..,..,- "...,.,■ '"v,-'-- ^-Jf\ ^* 

FIGURE 3A— Armored infantry in ihe von. 


t t I i 

*s *■■*■._ ^V. -■'"'- ■ 

• ■;•-• -;■■■ -;•• -■.■■"•:f --,-■ --,■" "-..Iv. .r^HS*^* "^ V '*^ ■*"■>•" -JP^V IfiBfe} 

.,.- i V . i - r >-.,>-. v .. ; -. v .- L -„vjl i .^'^^iP-,- ;&!»--- 1 --,--S ' : ' ; ■■■-■'S"' i ^2 

yvSA^/'^^^AA' v ^ ? ..4... %---%--N--" 1 "" 

FIGURE 3B — Southern flonk reinforced by cavalry 

SECTION 4: Defensive Operations 

When playing the axis in Stalingrad you must 
attempt to build a line of entrenchments to allow 
your infantry positioned in the front line to fall 
back. There are going to be breaches made in the 
Axis front no matter what the Axis player does. 
With the supply situation so poor on the first day 
of game play, the Russian player will succeed in 
effecting a breakthrough somewhere. 

A trick employed by wargamers when play- 
ing hex-based wargames is called the"one hex 
between units" ploy. Using this trick will help 
you determine where and on what axis you will 
attempt to build a defensive tine. 

You can see how the Headquarters and 
artillery units are deployed behind the line, one 
hex in between eaeh and every one and with a 
conscious attempt to have no more than two 
hexes directly in front of them. On these posi- 
tions they will begin digging in. 

As the Russian forces begin to break my 
front, I withdraw as many units as I can, (Figure 
4a), with my armored reinforcements, the 22nd 
panzer and 1st Rumanian panzer divisions, 

plugging leaks and keeping the retreating for- 
ward units in contact with their HQ, and so in 
supply. I do not attempt to stem the tide of Russ- 
ian units, I merely attempt to direct their flow in 
a manner that allows me to extricate as many of 
my battered front line infantry units and direct 
his attacks onto ground of my own choosing. In 
Figure 4b (see page 62), you can see how I have 
inserted elements of the 129th regiment into two 
spots on either side of my strong infantry of the 
11th infantry Corps. This has allowed me time 
to rest a battered infantry regiment, the 376th, 
and to isolate a Russian unit cut off behind my 
lines. As I bring up more of the 22nd panzer, I 
will be able to order my infantry of the 1 1th 
Corp to retreat to a more defensible line, now 
being formed by the Headquarter and artillery 
units behind the line. Some would say that I am 
committing my mobile reserve to the battle 
piecemeal and they would be correct, but in 
STALINGRAD you can and must do everything 
and anything to maintain a cohesive front line as 
the Axis player. 

,*>*><, .>-^" J '~. #***£ *>**C .M-^-'-.. .V^^V .^"**"< 

FIGURE 4A — Retreating Rumanians. 

f: f V'^T 


- i hl ' . : - ; 

,*s., ^ r "» jk ™4»"^"» ..- v *.. ^"^h. ..**'■. *■-*•« 

FIGURE 4B — Mobile reinforcements stiffen trie line. 

On the morning of the second day, I have 
achieved my goal. The Russians have broken my 
line in three places (Figure 4c), but I only have 
lost two Rumanian units. I consider this a major 
success. I will now retreat the units under the 
Rumanian engineers to the west while moving 
the 9th and 1 1 divisions into the entrenched posi- 
tions constructed by my artillery and HQ units. 

With the arrival of the 30th Korps infantry 
and the 14th panzer division on the second day, 
I am able to "peal" back my front line units, who 
by now are heavily fatigued, and increase their 
supply levels. Attack supply will help in slow- 
ing the Russian advance. 


We've run out of room in 

this issue for Sections 5 and 

6. We'll finish the class in 

Volume 30, Number 2. 

In the interim, give 
Mr. Sposito's ideas a try. 

j&af T ; "Y T j ff 

^^•■■■.,....>--......,.X.......>,.. v ..,k.^k 

FIGURE 4C — Retreating 1o o fortified line. 


This issues Tech Tips could be easily called 
"Patch Awamess." These Q&As don't so much 
provide dps as they make you (a person who 
has recently bought one of the computer games 
below or planning to) "aware" of the common 
problems encountered and to give you a frame 
of reference when encountering like problems. 
By making you aware of the availability of 
patches, you will have a better chance of defin- 
ing exactly what your problem is and then act- 
ing to fix it. For example, if you have an ATI 
Mach 64 video card and are are planning to 
buy OC, you now know that there is a compat- 
ibility problem, hut that the problem is being 


Q: I have an ATT Mach 64 video card and am 
unable to run the game. Why? 

A: The ATI Mach 64 was released after OC, 
and thus it isn't compatible. However, there 
will be a patch available soon that will 
make the game compatible with this video 

Q: Why do I sometimes have a problem with 
PBEM games? 

A: There has been some problems with PBEM 
gaming. The patch will also update the 
PBEM system and make play easier. 


Q; I get a PCX -22 error when I try to run the 
game. Why does this happen? 

A: The game requires 2 megs of EMS Memory. 
If you are using a boot disk, change the sec- 
ond line in your CONFIG.SYS file to read: 

Q: The game runs fine except for the last sce- 
nario. Why? 

A: The last scenario requires much more mem- 
ory than the others. A patch to fix the prob- 
lem is in the works. 


Q: Why am I unable to play the game with 

A: There is currently a conflict between the 
SB 16 and the game on some computer sys- 
tems. There is a patch in the works that will 
fix the problem. 


Q: Why am I unable to play a PBEM game 
from a PC to a MAC? 

A: A patch has been released that will fix this 
problem. You can download a copy from 
CompuServe or GEnie. You can also get a 
copy from us by calling our Technical Sup- 
port line. 


Q: Why does the game not run and tell me I 

need 2700K EMS when I already have over 

2700K EMS? 
A: The game actually requires 2900K EMS 

Memory. However, a patch is available that 

will enable you to run the game with only 

2700 EMS memory. 


In keeping with my statement in 29-6, Vol- 
ume 29, Number 5 of The GENERAL certainly 
was one of the most controversial issues in some 
time. The overall rating for the issue was 5.0. 
The rating mixture was — indeed — the most 
diverse in recent memory. Even my "Circus Stu- 
pidus" managed to beat a few real articles. 
Below are the individual ratings for the articles: 

Myths of the Pearl Harbor Attack 127 

Ardennes Breakthrough II 115 

Series Replay: OPERATION CRUSADER . . 108 
Return to Never Never Land: 

AvalonCon '94 Report 101 

Native Policy in NEW WORLD 97 

The Last Full Measure of Devotion 95 

Walk a Mile for a Camel 90 

Wonders of the World 

(COLONIAL DIPLOMACY Preview) ... .85 

AH Philosophy 80 

Mastery of the Board 74 

View From The Ground {FLIGHT 

COMMANDER 2 Preview) 57 

Puppet Masters .53 

The Rhetoric of Games 42 

Blind Man's Bluff... Stonewall Style 37 

AREA News 30 

Letters 26 

Contest #170 11 

Infiltrator's Report 9 

Beginning with this issue's readership 
feedback, the columns will not be included in 
the ratings. Only the features will be rated. 


Contest #170 was hard fought. I'm delighted 
at how well everyone knows dieir military fdms. 
No entry listed less than four correct responses. 
The quote most of you answered incorrectly was 
#7 — "You know our standing orders. . ." The cor- 
rect response was The Beast (a film I consider to 
be quite obscure). The quote receiving the most 
correct responses was #2 — "No bastard ever won 
a war by dying for his country..." The correct 
response was Pat ton. I guess everyone knows the 

Since I didn't call for an exact number of 
correct responses, I decided to take all those 
entries widi eight or more correct answers and 
select ten winners. Here are the winners: 

Wayne Smith 
Andrew Phillpotts 
Daniel Zucker 
Paul Boldnc 
Jack Purciful 
Richard Simakowicz 
James Gilbert 
Scott Johnson 
Roger Cox 
Stephen Pacios 

Congratulations gentlemen! You each re- 
ceive a $10 credit voucher redeemable with 
any mail order purchase from Avalon Hill, 

great success. Now boys, get busy and make 
those great games. 




The answers for Contest #171 (printed in 
the last issue) are as follows: 





















The names of the winners (if any) will be 
printed in Volume 30-2. 


I have the pleasure to announce the addition 
of two new faces to our game design and devel- 
opment staff: Ben Knight and Mark Simonitch. 
These two guys are probably well known to 
many of you, but I'll spout their achievements: 

Ben has several published games, including 
XTR's Across the Potomac, Seven Seas to 
Victory, Victory in Normandy, Victory in Mid- 
way and Jutland: Duel of the Dreadnoughts, and 
GDW's The Normandy Campaign. His game 
development credits include GDW's To the 
Sound of the Guns, Johnny Reb, 2nd ed., Air 
Strike and Air Superiority. He was also 
the past editor of GRD's The Europa 
News, and he won the 1992 Charles S. 
Roberts Award for Design Elegance. 

Mark was the designer and pub- 
lisher behind The Rhino Game 
Company, whose titles included The 
Legend Begins (North Africa), 
Campaign to Stalingrad, and Deci- 
sion in France. He's also an artist, 
with nearly 100 game maps to his 
credit. He's designed game maps for 
Command Magazine, S&T, 3W, 
GMT, and Avalanche Press. 

We welcome them both to the 
Avalon Hill family and wish them 



ING ""N 


The "Coming Attractions" column is return- 
ing to The GENERAL after a short absence, and 
we hope to make it a regular feature in the mag- 
azine. We run it here in the Infiltrator's Repoit 
to reintroduce the column. Your caffeine- 
boosted editor. Bumpkin' Bob, recently man- 
aged to armlock a stray developer here at The 
Hill. Willi tears in his eyes, the developer was 
soon convinced how the readers would enjoy 
knowing what we're working on as much as we 
enjoy working on these projects, Therefore, 
what follows is a quick view of our coming 

By the time you read this, STONEWALL IN 
THE VALLEY should already be out. Two other 
boardgames are in final production: GERON- 
IMO and an improved edition of ACQUIRE. The 
new edition of ACQUIRE features a beautiful 
board and five new variations to provide new 
challenges to veterans of this "classic." 
GERONIMO strategically re-creates the Indian 
wars in the American West from 1850-1890. 
The game is full of historical information and 
great graphics, and it can be played by one to 
five players. We also have SOLO ADVANCED 
SQUAD LEADER in final production. Chapter S 
of the ASL rules provides 14 one-player mis- 
sions and randomization charts to make each 
mission replayable. See the advertisement in this 
issue for more details. 

In pre-production we have the long-awaited 
RISING SUN, which brings the ADVANCED 
THIRD REICH game system to the Pacific 
Theater. RISING SUN can be played by itself 
or in combination with ADVANCED 3R for a 
global war of grand strategy. We also have a 
variant for WE THE PEOPLE in pre-produc- 
tion, and we're dusting off MACHIAVELLI for 
a new edition. 

That's enough update for this issue. As men- 
tioned above, we plan on featuring this column 
on a regular basis to keep you informed of our 
projects here at The Hill. (Ben Knight) 





Introducing Avalon Hill's 

II of the World at War™ series of computer wargames. This collaboration between 
Avalon Hill and Atomic Games highlights the epic struggle that scaled the fate of 
Hitler's Third Reich. Multiple historical scenarios simulate the grim bailies ending 
with the annihilation of the German 6th Army, In a unique advance in computer 
gaming, players will be able to switch from the sweeping strategic scale (depicting 
such actions as the collapse of the Axis Hanks) to the tactical scale (simulating the 
block-to-block bloodbath within the city itself). Built upon the award-winning 
Crusader game system, Stalingrad is jam-packed with stunning graphics (the terrain 
even changes as the weather changes!). Documentation includes a detailed, full-color 
manual and large battlefield map. 
Stalingrad is sure to excite even the most sophisticated gamer. 

The Soviets have captured Kalach 
and cut off the German 6th Army. 

Available far IBM PC torn jratibles. 

Requited: Processor 386 or better. Min. 8 MB memory, 

HD 3.5" Floppy, Hard Drive, SVGA-VESA graphics cere! 

& monitor; supports Adlib, Roland and SoundBlaster. 


Available for Macintosh Cola* systems, 

5 MB RAM mid HD required. 

CD-ROM Available Now! 


The Avalon Hill Game Company 

division OF MONARCH AVALON, ifiC.451 7 Harford Rood * Baltimore, MO 21 214 
Stalingrad can be found in computer game stores near you. For order information 
or for the name of a retailer near you, call 1 -800-999-3222; ask far Dept. GEN. 


With Mr. Greenwood taking on the task of writing 
this issue's philosophy, I've decided to write a personal 
note to our subscribers and discuss the readership 
feedback received so far (in a sort of impromptu, laid- 
back kind of way). 

I left the "Comments" section on the RATE THIS 
ISSUE! feedback siip wide open, not asking for an 
address or a name. You'd be surprised what kinds of 
comments you get when there's the freedom of com- 
ment without obligation. 

Most of your comments have focused around what 
you want to see in the magazine, the kinds of articles, 
and the types of games to be covered. The diversity 
here is myriad. Everyone has a favorite game. For 
example, one person suggested more articles on 
BLACKBEARD and TYRANNO EX; others suggested 
more coverage on MBT and IDF. Just about every 
other game we've published falls between these four 
and has gotten a plug in the feedback. 

In addition to specific game coverage, there seems 
to be a certain segment of the audience a little "dis- 
tressed" at the loosening up of the content, and the 
ASL community has definitely taken offense at the 
diminishing coverage of "the greatest game in the 
world" (as one player defined it). On the latter, I can 
provide some encouragement. Recently, a set of arti- 
cles from a common contributor to the Annual and The 
GENERAL fell into my hands. If all goes well, you'll see 
a rise in the amount of ASL pages very soon. 

Many of the comments received are issue specific, 
and these opinions/suggestions are just as varied as 
the kinds of game coverage demanded. For example, a 
reader of 29-6 stated that he liked the "idea" of the 
cover, but that it was a bad rendition. One person fiat 
out thought the cover was ugly and wondered aloud if 
Avalon Hill was still producing the magazine (assuming, 
1 suppose, that the Hill wouldn't dare do a cover like 
that). Well, it wasn't the Hill's idea but mine. All things 
considered and weighing the content, I saw no alterna- 
tive but to design a cover that captured the spirit of 
card games without giving the impression that one 
game dominated the pages. The original idea of the 
cover was to have several of the great generals playing 
one of our card games: Napoleon, Bobby Lee, Rommel, 
Ghengis Khan, all sitting around a table. Imagine it- 
great military minds rubbing elbows in a fight to the 
death in ROADKILL or WRASSLIN'. Yes, that would 
have been the ultimate cover. But the artists were a lit- 
tle apprehensive about getting it right. Oh well, some- 
times compromise is the only solution. 

Another reader rated the advertisements in 29-6 
as the only thing of value: "1 . Ads; 2. Ads; 3. Ads. 
There wasn't anything else worth reading." Now that 
comment was indeed creative, and taken to heart I can 

assure you. Starting with 30-2, we'll have an ad on 
every other page. Just kidding! 

On the flip side of the coin, the ratings are staying 
consistent. Rarely do we receive a 10 or ashes in an 
envelope. The ratings usually top out at 5. Indeed, the 
number of 1 s, 2s, and 3s have picked up considerably. I 
believe this is largely based on the speed with which 
the magazine is coming out, coupled with the improve- 
ments in graphics and content variety. Confidence is 
certainly growing again, but there are concerns. 

The concerns are basically around the smaller arti- 
cles and (as I alluded to last issue) the lack of deep and 
intense strategy analysis indicative of the "hardcore" 
wargaming community. Why the change? Why the 
sudden shift from boardgames to computer games and 
smaller articles? To answer that question, we must 
look at what The GENERAL is suppose to do. This is 
what I believe: The GENERAL is Avalon Hill's house 
publication (or "house organ"). As such, it has the 
responsibility to promote the company's full line of 
games (computer, board wargames, leisure, beer and 
pretzel, and— dare I say— fantasy role-playing). Now, 
don't panic! Just because I believe in this doesn't mean 
that I'm going to start publishing articles on 
RUNEQUEST. However, if an article were to zoom by 
my desk post-marked Glorantha, I wouldn't discard it. 
One complaint I received On-Line was from a reader 
exasperated at my call for fiction in 29-6: "Now he 
wants fiction!" No, Mr. Reader, I'm not going to start 
publishing fiction! Just because I'm calling for it, 
doesn't mean I've made it a permanent part of the 
schedule; but I'm not going to discount the possibility to 
bring something new to these pages simply because 
it's never been done before or because it (supposedly) 
doesn't belong. But why do I have to bring new things 
to the magazine? And why am I trying to "fix" some- 
thing that wasn't broke to begin with? Read on... 

I'm the first person to tell you that if the old ideology 
was working, I would have stayed with it. This is not to 
say that the wargaming hobby as we know it is in 
shambles. No. It's just in a state of transition and faces 
some tough decisions. The other day, I was surfing the 
Net and came across a statement by a fellow gamer. 
This guy was responding On-Line to a survey that 
appeared in another gaming magazine. The survey 
question was (and I paraphrase): "What is your favorite 
gaming magazine?" Unfortunately, this person didn't 
think The GENERAL was his favorite, but he qualified 
his answer by saying this (again, I paraphrase): "But, if I 
had one magazine to show the uninitiated, it would be 
The GENERAL. Why? Because every page screams 
'This is a great hobby!' There's so little of that these 
days with the constant navel-gazing." This comment 
hit the nail on the head. 

What I have found in this hobby is a desire to satisfy a 
very small clientele. Some of the game analysis and dis- 
cussion you read these days is so "heady-intellectual" or 
border-line "pseudo-intellectual" that the point is missed 
entirely. The navel-gazing you find in many publications — 
while it may help stroke the brains of the initiated— scares 
the hell out of the uninitiated, the guy straddling the fence, 
the guy who wants to belong but doesn't feel he can 
because the conversation is so exclusive it's intimidating. 
Intense analysis and excessive use of poly-syllabic words 
and multi-faceted concepts limit your audience appeal, 
and forces you to cater to only a select few. I really don't 
want this to be the course of The GENERAL. 

If this hobby is to build upon its glorious past, we must 
make a concerted effort to attract a broader audience, the 
kind of audience computer gaming and other electronic 
media attract. This doesn't mean that we cannot spend 
time navel-gazing or delving deep into a topic, but it does 
mean that we should "lighten" up a little and make the 
whole notion of historical simulation gaming more palat- 
able to the common man. This is my belief and this is why 
The GENERAL has taken the form you see today. And 
yet, I'm hear to say that The GENERAL is, indeed, your 
magazine. It's not mine, nor should it be a platform for my 
soapbox (all the time). I'm calling on you, subscriber, to 
contribute your views (as you contribute your deniable 
feedback) in the form of articles and letters. If you want 
navel-gazing and intense analysis, write it and send it in. If 
you want to make a comparison between Panzer tanks 
and Deconstructionism, write it and send it in. The way to 
"fix" the problem is to contribute. 

Thanks for your time and I hope you find this issue 
thought-provoking, entertaining, and not so intimidating. 

Two more notes: On this issue's "Letters" page, 
Michael Anchors has suggested and created a simple 
survey that you should fill out and send in. Since it must be 
photocopied, you certainly can choose not to do so. 
However, this would be a good way for us to see just what 
kinds of articles you really do like. Also, I must apologize 
for the background pictures on pages 30 and 35 in 29-6. 
These pictures were far too dark. Many found that article 
difficult to read. This experience has caused me to be a lit- 
tle more selective with background pictures in the future. 
The kind of paper used in the magazine soaks up the ink 
and spreads it around, sometimes darkening the pictures 
beyond the original intent. We'll have background pic- 
tures, but they'll be more carefully positioned. 


I'm delighted to announce the return of the "Coming 
Attractions" column in these pages. We'll keep you up to 
date on all our current projects, board and computer 
games. As one reader commented, "We can understand 
the occasional delay. We just want to know." 


I want to take this time to personally thank 
Glenn Petroski for his AREA column and his faithful 
service to this hobby. Thanks, Glenn! Like Russ 
Gifford, Glenn has offered to try to continue the 
non-ASL AREA ratings and the PBM games he's 
currently monitoring. If you want to contact him for 
further information, his address is 210 W. Hunt, 
Twin Lakes, WI 53 1 81 -9786. 

See ya' at AVALONCON! 


\7 — 


1. Team Dixie: Ralph May ADV 8, Randy Cox SSB 7, Bobby LaBoon ASN 
7, Roger Cox DUN = 22 [125] 

2. CCWGA: Dave Targonski VIP 8, Jeff Martin TRC 7, Ron Fedin TPS 6, 
Greg Zcpka CMS = 21 [115] 

3. Reservoir Dogs: Chuck Kaplan TTN 9. Jim Doughan BKN 8, Mark Frueh 
183 I, J. R.Tracy ASL0 = 18 [331 1 

4. Doily Dogs: Gary Forienberry ASL 10, Phill Rennerl PGG 6, Paul Toro 
WTP 0, Robert Rademaker MOV 0=16 [244] 

5. Bagmen: George Seary CVW 7, John Checchia 183 4, Scott Smith WTP 
3. Scott Sirianna BRI 1 = 15 [233] 

6. MA Strangers: Bill Norton ACQ 8, Dave Lionett RBN 2, Bill Bruruon 
183 2, Alan Applebaum VIP 2 = 14 [226] 

7. Old Guard: Joe Beard AFK 7. Randy Heller B9I 6, Pat Flory TRC 0, 
John Gram B8 1 0= 13 159 j 

8. Palmetto Sharpshooters: Scott Pfeiffer BRI 9, Chuck Goodwin CMS 0, 
Dave Lowali UPF 0, Mike Bramiaman WSM = 9 [206] 

9.Rigid zoc im ' 

WTP 0, Chris Bauer 

Co an MMS 8, Dave Curry liWD 0, Chris Sasso 
10 = 8 [217] 

10. Black Bear: Andy'Lewis WTP 8, Sean Cousins KRM 0, Caleb Cousins 
MOV 0. Dennis Mason ASA = 8 [176] 

11. Team Delaware: Bill Rohrbeck WSM 7. Vince Meconi GBG 1, Tim 
Hitchings WAS 0. Kathy Hitchings HWD = 8 [166] 

12. Team Doily: Ray Pfeiffer ADV 3, Don Greenwood BKN 3, B. Cleary 
FBS 0, Mike Schloth FI5 = 6 LI 74] 

13. Team With No Name; Mike Sincavage ANZ 6, Mike Crowe A3R 0, 
Bill Douglas UPF 0, Paul Landry ASA = 6 [ 1 66] 

14. EPGS: Greg List HWD 4, James Noone DIP 0, Steve Kyle ASL 0, Mike 
Fischer CMS = 4 [305] 

15. The Ninnies: Perry Cocke ASL 2, Ivan Lawson AFK 1, Vince Frattaii 
WTP 1, Christine Frattaii ACQ = 4 [256] 

16. Koleszar Plat: Steve Koleszar TTN 3, Luke Koleszar MOV I , Marilyn 
Kolcszar ACQ 0, Dave Platnick SST = 4 [198] 

17. Michicon: Raymond Stakenas KRM 2, Ken Whitesell 183 1, Ray 
Stakenas UPF 1. Chris VilJeneuve BKB = 4 [224] 

18. Brotherhood of the Main Brace: Paul Risner B17 3, Keith Hunsinger 
ATS I , Bruce Monnin WAS 0, Mike McAnnany NVW = 4 [I 26] 

19. Ghosts: Dennis Culhane CVW 2, Lane Hess SCT I, Charley Hickok 
ACV 1, Larry Lingle WAT = 4 [981 

20. Foster Children: Chuck Foster MOV 3, Bob Foster RBN 0, Dave Foster 
KGM 0. Cathy Kratz HWD = 3 [227] 

21. Palmetto Irregulars: Bruce Young ATS 2, David Ganlt BRI I, John 
Emery UPF 0, Earl Anderson WSM = 3 [205] 

22. Manly Men II: Robin Barbehenn 183 3, Kenneth Good WRS 0, Mike 
Puffenberger SCT 0, Ken Mathias DIP = 3 [ I 85] 

23. AHIKS Europe: Murray Cowles BKN 2, Tom Oleson ANZ 1, Herbert 
Gratz UPF 0, Adolpho Coelho TPS = 3 [ 137] 

24. Team Connecticut: Dave Sidelinger RKL 2, Olin Heutz RBN 0, Tom 
Pasko DIP 0, Vince Galarneau HWD = 2 [265] 

25. Kr a ska's Krnsaders: Brian Youse ASL 2, Ed Beach HCR 0, Ed Kraska 
WTP 0, Tim Autrey MOV = 2 [257] 

A record 66 learns took part in the Team Tournament. The scores for the remaining 41 teams 
not shown above ranged from 2 to points. Ties were broken by total number of entrants 
which is listed in brackets. All team members are listed, including those who did no[ attend. 
Recruiting reliable teammates who will honor their obligation to pre.rcgister is as important 
as their playing skills. On-site substitutions are not allowed. Group picture Team Plaques 
will be presented to all the winners of the winning contingent from South Carolina. 














Across Five Aprils 3 1 

Acquire 49 

Add Verpfliehtet 57 

Advanced Civilization 35 

Advanced Third Reich 32 

AfrikaKorps 17 

Anzio 14 

ASLI30 _^^^^^^^ 

Assassin 30 

Attack Sub 46 

Auction 32 

B-17 32 _________ 

Battle of the Bulee'81 12 
Battle of the Bulge '91 13 
Blackbeard 4fl 
Breakout: Normandy 50 
Britannia 73 
Candidate 39 
Circus Maximus 47 

Civil War 16 

D-Day '91 14 

Diplomacy 57 

Dune 22 

1830 84 ^^^^^^ 

Empires In Arms 19 

Enemy In Sight 37 

Facts in Five 25 

Firepower 18 

Football Strategy 42 

Fortress Europa 1 2 

Gettysburg'88 18 

Guerilla 40 

Here Come the Rebels 24 

History of the World 102 

Kingmaker 24 

Kremlin 42 

March Madness 37 

MBT 18 

Merchant of Venus 43 

Mustangs 22 _^^^^^^ 

Naval War 30 

New World 14 

Panzerblitz 12 

Panzer Leader 20 

Panzergruppe Gudcrian 1 1 

Pax Britannica 16 

Paydirt 16 

Peloponnesian War 10 

Pro Golf 29 

Rail Baron 5.7 

Republic of Rome 25 

Roadkill 50 

1776 12 

Slapshot 39 

Speed Circuit 29 

Squad Leader 15 

Stocks & Bonds 17 

Stonewall Jackson's Way 22 

Storm Over Arnhem 14 

Superstar Baseball 16 

The Russian Campaign 17 

Third Reich 4th Ed. 16 

Titan 67 

Titan 2 26 ^^^^^^^ 

Title Bout 20 

TP; Stalingrad 15 

TV Wars 40 

Tyranno Ex 21 ^^^^^ 

Lip Front 58 

VITP 36 

War At Sea 18 

War & Peace 1 1 

Waterloo 18 

We The People 60 

Win, Place & Show 20 

WS&IM 28 ^^^^^ 

Wrasslin' 16 

Wrasslin" Battle Royal 12 

Team Tournament: Team Dixie 

Randy Cox SSB 7. Bobby Laboon 

DUN 0: 22 

Dennis Culhane 
Bernard Norton 
Ralph May 
Ken Rothstein 
Bryan Conway 
Joe Beard -A- 
Mike Sincavage * 
Gary Forlenberry 
Bobby Laboon 
Dave Kuehla 
Ken Gutermuth 
Kevin Combs * 
Phil Evans 
Randy Heller 
John Kilbride 
James Doug ban 
Scott Pie if! ci 
Bruce Reiff 
Mike Stanley 
George Scary 
Mark Hollev 
Will Wible 
Paul Wcintraub 
Todd Van tier Pluyra 
Jtm Anderson 
Larry York 
Eric Olin 
Charlie Wilmer 
Gordon Rogers 
Mike Newman * 
Allen Kaplan 
Kevin LeRow 
Trevor Bender 
Gordon Bliss 
Paul Toro 
Caleb Cousins 
Terry Coleman * 
Bruce Yuung 
David Thompson 
David Metzger 
James Fleckenstein 
Robert Purnell 
Johnny Hasay 
Angeio Valeri 
Phil Rennen * 
Franklin Haskell * 
Mark Potter 
Kevin McCarthy 
David Walraih ' 
Bill Fellin 
Chris Greenfield 
Caleb Cousins 
Steve Pack wood 
Luke Kratz 
Andrew House 
Eric Stranger 
Ken Gutermuth 
Ray Rooks 
Steven Koleszar * 
Randy Cox 
Jeff Martin 
Michael Mitchell 
Chuck Kaplan 
Paul Goliwas 
Terry Coleman 
Ron Fedin 
Don Greenwood * 
Tom De Marco 
Bruce Young * 
Dave Targonski 
Phi! Rennert 
Robert Beyma 
Joe Beard 
Andy Lewis 
Stuart Tucker 
William Rohrbeck 
Megan Brophy 
Kaethe Kibler 
- Robert May ADV 8. 
ASM 7. Roger Cox 

# is number of entrants 

* is defending champion 




SAN PIETRO, ITALY, 15 December 1943: Since the 7th of December the 
American 36th (Texas) Division had been attempting to remove the German strong- 
point of San Pietro. The "T-Patchers" — as the Texans were known — and their sup- 
porting elements, had made two previous attempts against San Pietro. but they had 
no success in the face or tough resistance. The Germans, in terrain well -suited to (he 
defense, were able to bring down a murderous fire on any attempt to break into the 
town. After noon on December 15th, the 143rd Infantry Regiment, with the support 
of Company A of the 753rd Tank Battalion, renewed the attack. After crossing what 
had been christened "Death Valley," the Texans rushed across the ceppagna road, and 
approached (he southern edge of the village. 


# German Turn 5 reinforcements enter on Turn 3. 

VICTORY CONDITIONS: The Americans win at game end if they occupy 

the onboard area north of the 41R6-41T4-41W6-41X5-41EE5-41GG6 road -fr Delete the German SOL AT and 2-2-8. 

with more Exit VP than the number of German Exit VP occupying the same 

area, provided that the Americans have not lost 5 40 Casualty VP. 

(Only [lexrows R-GG are playable.) 


# GERMAN Sets Up First [98J 

it AMERICAN Moves First [208] 





Elements of Paniergrenadicr Division 29 [ELR: 4] set up on board 41: (SAN: 4} 






n z 


i 2 

1 HMG 



1 MKS 




§p HI 





7 mirralD 

12 5 


Enter on Turn 5 along the 
north edge of board 4 1 : 



Hr 3 


Elements of the 2nd Battalion, 143rd Infantry Regiment [ELR: 4J set up on board 1 1 in hexes with a coordinate of £ 5: {SAN; 3} 


6 3 -6-7 




fc j 






V Mtn 


14 2 

Elements of Company A, 
753rd Tank Battalion enter 
on Turn I along the south 
edge of board 1 1 : 

2 2 2 

\. 13 

■» s 


:.*;, ! 




1. EC are Moderate, with no wind at start. Kindling attempts are NA. 

2. All Buildings are stone. The stream is Dry. Place Overlays as follows: X12 
on 11DD2-EE2; X13 on 41DD6-EE6; X14 on 41EE8-FF7. 

3. The Germans may designate up to three Fortified Building Locations 
(B23.9); the use of tunnels in lieu of Fortified Locaiions (B8.6) is NA. 

AFTERMATH: Landry, the commander of the 2nd Battalion, identified approxi- 
mately 100 Germans along with one assault gun defending the town proper, with four 
more firing from a distance. The small arms, automatic weapons, mortar, and anti- 
tank fire from Ihe town proved devastating, even (hough there were relatively few 
defenders. The *T-Palchers" were not able 10 penetrate the town, and withdrew with 
many casualties. Events — such as the loss of Monte Lungo — in the countryside sur- 
rounding the town, forced the defenders of San Pietro to withdraw on the afternoon 
of December 16th to avoid being cut off. On the morning of 17 December the silence 
in San Pietro was almost eerie. The 'T-Patchers" moved cautiously into the town to 
find it deserted; only the dead remained. 




BARAQUE DE FRAITURE, BELGIUM, 23 December 1944: Route N15 is the 

major road from Liege to Bastogne, It also ran through the center of the US XVIII 
Airborne Corps sector. The Germans, realizing the importance of this crossroads to 
their Ardennes offensive, sent in the 2nd SS-Panzer Corps. On the American side, 
one man's initiative proved decisive. Major Arthur C. Parker, withdrawing with 
remnants of his 598th Field Artillery Battalion, including oniy three guns, realized 
the strategic value of the crossroads he was approaching. With the German Army 
hot on his heels, the Major decided to dig in and make a stand. Bolstered with rein- 
forcements, including AA vehicles and several tanks, Parker withstood everything 
the Germans threw at him. On the afternoon of the 23rd, having held out for three 
days, Parker braced for yet another attack. 



VICTORY CONDITIONS; The Germans win if at game end there is no 
Good Order U.S. MMC, and/or no manned U.S. AFV with any functioning 
armament, within six hexes of 43N8. 


& The U.S. may use HIP 
for 5 three squad- 
equivalents (and all 
SMC/SW that set up 
in the same Location 
with them). 

# Increase game length 
to 10.5 turns. 








(Hexrows A-Q or boards 19 arttf 42, and Q-GC 

an board 35, are unpayable) 

Of AMERICAN Sets Op First [264] 


# 2 


• - 







TflB EM> 

# GERMAN Moves First [180] 

Elements of Battery A, 598th Field Artillery Battalion, of the 203rd AAA Battalion, of D Troop, 87th Mechanized Cavalry 
Squadron, of Task Forces Kane and Richardson of the 3rd Armored Division, and of Company F, 325th Glider Infantry Regiment 

[ELR: 3] set up anywhere on board(s) 16/43/33: {SAN: 3) 


Z 5 -4-2 

6 s -6-7 


6 s -6-e 







| S 

t S 



j HMG 


.4 .Hire . Mm 

51 G-I2 A4.J0 









*E.7 pami 


5 IS 

DVB. OM; +4 
Dlher: +J 


Elements of Bataillon II, SS-Panzergrenadier Regiment 4 [ELR: 5] enter on Turn I along the west 
edge of board 35: {SAN: 2} 


k- k- M 



I 3-B 

WIG -n*n* 

Elements of Kompanie 7, SS- 
Panzer Regiment 2 enter on Turn I 
along the north edge: 



75L 3/5/2 

75L m 



Mixed elements of SS-Panzer Division 2 "Das Reich" enter on Turn 2 along the east edge of board 42: 


P a 


I 3-1 


Elements of Bataillon III, SS-Panzergrenadier Regiment 4 

enter on Turn 4 along the east edge of board 33: 

751 -/t*ft* 

75 LL 3/s/2 





■ MHO 




1 3-8 

Is ™ 



1. EC are Wet, with no wind at start. Kindling attempts are NA. Ground 
Snow (E3.72) and Mist (E3.32) are in effect. 

2. The German Player may roll for Schuerzen (H1.42) for each eligible AFV. 

3. The U.S. Player may roll for a Gyrostabilizer (HI, 42) for each eligible AFV. 

4. The U.S. has one module of 100+mm OB A (HE/Smoke) with one Pre- 
Registered hex. 

5. The German has one module of 80+mm bat tali on -mortar OBA (HE only). 

AFTERMATH: The crossroads were attacked from the North by Panzer I Vs. while 
Panzergrenadicrs with halftracks attacked from the West. Eventually Parker's forces 
were surrounded and attacked from all sides. Obeying a "hold at ail costs" order, die US 
Artillery tubes fired over open sights until they were knocked out one by one. German 
tanks raked the lines and groups of SS-Paniergrenadiers swarmed over the crossroads. 
As dusk approached the order to withdraw was given and the position now lay in Ger- 
man hands. Only 44 out of the 116 US infantry defenders made it back to safely behind 
American lines. The survivors dubbed this piece of land "Parker's Crossroads", pstyene 
tribute to Major Parker. 


Step hack in history to .the time of the 
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Take command of your own faction and 
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The GENERAL 30-1 

The Army of Northern Virginia 


R E Lee 


2 3 i*: 



2 # 1** 



* 1 


16 SP 

The Army of the Potomac 






18 SP 


The Army of Northern Virginia has invaded Pennsylvania and captured Gettys- 
burg. In Genera] McClellan's eyes, the situation is catastrophic, but in President 
Lincoln's eyes, the situation is ripe for victory. Can you — as the Union Player — 
eliminate the Army of Northern Virginia using only the units shown above? 

The Union player has the initiative, the dice difference is six, and the Union 
Player has six discretionary Command Points available. 

Assume the Confederate Player will always succeed in his reaction attempts 
and will: 

• React to initiate battle if the enemy that triggered the reaction is smaller in SPs. 

• React to avoid Battle if the enemy force that triggered the reaction is larger in SPs. 

• Stay in place if the enemy force is of equal size, 

• React to avoid battle if it becomes disrupted. 

• Assume all units are currently in supply and all die rolls will result in 4s. 




Issue as a whole . (Rate from 1 to 10, with "1" meaning 

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Volume 30, Number 1 $1.00 


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Advanced Squad Leader — ASL/SL, Afrika Kotps — AK, Air Force — AF. Arab-Israeli Wars — AIW, 
Attack Sub— ASUB. Bailie of the Bulge— BB( Year). Blackbcanl— BKBD, Blitzkrieg— BL, Britannia— 
BRIT. Ciicus Masimus— CM, Advanced Civilization— ACIWCIV, D-Day— DD<Year), Devil's Den— 
DEV, Diplomacy — DIP, DUNE. 1 830. Empires in Aims — EIA, Firepower— FP, Flat Top— FT, Flight 
Leader-^FL, Fortress Europa — FE, Gangsters — GANG, Gettysburg — GE(Year), Gladiator — GL, 
Guadalcanal— GUAfXYear), Gunslinger— GSL, Guns Of August— GOA, Hitler's War— HW. Krem- 
lin— K.REM, Kingmaker— KM. Knights Of The Air— KOTA. Luftwaffe— LW. Magic Realm— MR. 
MET, Merchant of Venus — MOV, Midway — MD(Year). Napoleon's Baltics — NB, FanzcrAtmee 
Afrika — PAA, PanzerBlitz — PB. Psnzergnippe Guderian — 'POO. Panzer Leader— PL. Rail Baron — RB. 
Republic of Rome — ROR. Richtofen's War — RW. The Russian Campaign— TRC. Russian Front — RF. 
Samurai — SAM, 1776, Siege of Jerusalem — SO J. Starship Troopers— SST. Stellar Conquest — SC 
Siorm Over Amhem — SOA, Submarine — SUB. Tac Air— TA, Advanced Third Reich — A3R/3R, Thua- 
der At Cassino — CASS, Tiuw — TT, Trireme— TRt. Turning Point: Stalingrad— TPS. Up Front— UF. 
Victory In The Pacific— VTTP. War and Peace— W&P. Wooden Ships & Iron Men— WSIM, 
Wrasslin'— WRAS.